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	<updated>2026-05-15T03:32:57Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=426802</id>
		<title>Yacob Muleskinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=426802"/>
		<updated>2022-09-03T21:07:59Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Cob Muleskinner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character developed for The Wyzard&#039;s WWN [[Caverns Without Number]] campaign. &lt;br /&gt;
=Cob Muleskinner=&lt;br /&gt;
[[File:Cob_Muleskinner.png|right]]&lt;br /&gt;
*Background: Labourer&lt;br /&gt;
** &#039;&#039;Chargen dice (2d6, 1d8, https://orokos.com/roll/950846)&#039;&#039;&lt;br /&gt;
** Any Skill (Stab)&lt;br /&gt;
** Ride&lt;br /&gt;
** Free Skill (Sneak)&lt;br /&gt;
** Work&lt;br /&gt;
** +1 Any Stat (CHA)&lt;br /&gt;
*Appearance:&lt;br /&gt;
** Cob is shorter than most and seems to be made of little other than sinew.  He has sunken cheeks and his skin is more weather-worn from the elements than most of The City.  His clothing is bland, simple, and durable.&lt;br /&gt;
*Description:&lt;br /&gt;
** Iakob Muleskinner (or just &amp;quot;Cob&amp;quot;) grew up in a family of porters who helped move cargo coming into and out of The City. While still young, he was able to get an apprenticeship with a game warden who would lead hunts for the nobles outside of the city. The last hunt ended horribly when Lord Gerald Openhand insisted upon delivering a coup de grace on a dire boar, which he then mishandled.  Cob’s horse was killed by the dying boar, and Lord Gerald abandoned Cob in the wilderness in order to get back to The City before it moved.  Cob is not happy.&lt;br /&gt;
*Goal:&lt;br /&gt;
**Exact revenge on the noble who abandoned him.&lt;br /&gt;
*Class: Heroic Expert&lt;br /&gt;
**Legendary Expertise&lt;br /&gt;
*** Once per scene, as an Instant Action, automatically succeed at any non-combat skill check of difficulty 12 or less.  If used in an opposed skill check, you may instead reroll the check and use the best of the two rolls.&lt;br /&gt;
**Heroic Skill - Survive&lt;br /&gt;
***Pick any non-combat, non-Magic skill; that skill is immediately set to Level-4 proficiency, regardless of your character level and the usual maximum allowed.  If you already have that skill at some level from some other source, you may exchange the existing score for an equal rating in any other non-combat, non-magic skill of your choice that you don&#039;t already have.&lt;br /&gt;
**Heroic Expert&#039;s Fray&lt;br /&gt;
***Once per turn, as an On Turn action, inflict 1d8 damage plus half your level, rounded down, to any one target within reach of any of your readied weapons, provided they have equal or fewer hit dice than you have levels.  This damage is not modified by any ability or bonus, and can effect any creature who could be hurt by that readied weapon.&lt;br /&gt;
** Quick Learner&lt;br /&gt;
*** When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.&lt;br /&gt;
*HP: 50 / 50&lt;br /&gt;
*System Strain: X/X&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: X/X&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
*Strength: 11 (+/-0)&lt;br /&gt;
*Dexterity: 14 (+1)&lt;br /&gt;
*Constitution: 12 (+/-0)&lt;br /&gt;
*Intelligence: 9 (+/-0)&lt;br /&gt;
*Wisdom: 9 (+/-0)&lt;br /&gt;
*Charisma: 8 (-0)&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
*Movement: 30&lt;br /&gt;
*Armor: Buff Coat&lt;br /&gt;
**AC: 12&lt;br /&gt;
*Weapon: Hand Axe&lt;br /&gt;
**+1, 1d6+0. Shock:1 Range:&lt;br /&gt;
*Weapon: Large Bow&lt;br /&gt;
**+3, 1d8+0. Shock: Range:100/600&lt;br /&gt;
*Physical: 13&lt;br /&gt;
*Evasion: 12&lt;br /&gt;
*Mental: 13&lt;br /&gt;
*Luck: 13&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
==Skills== &lt;br /&gt;
*Administer: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Connect: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Convince: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Craft: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Exert: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Heal: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Know: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Lead: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Magic: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Notice: 2&lt;br /&gt;
**(1 from Alert, 2 from Advancements)&lt;br /&gt;
*Perform: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Pray: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Punch: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Ride: 1&lt;br /&gt;
** (1 from Background, 1 from Advancement)&lt;br /&gt;
*Sail: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Shoot: 2&lt;br /&gt;
**(1 from Deadeye, 2 from Advancement)&lt;br /&gt;
*Sneak: 2&lt;br /&gt;
**(1 from Background, 2 from Advancement)&lt;br /&gt;
*Stab: 1&lt;br /&gt;
**(1 from free skill, 1 from Advancement)&lt;br /&gt;
*Survive: 4&lt;br /&gt;
**(4 from Heroic Skill)&lt;br /&gt;
*Trade: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Work- Porter: 1&lt;br /&gt;
**(1 from Background)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Alert&lt;br /&gt;
** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result&lt;br /&gt;
*Deadeye&lt;br /&gt;
**Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.&lt;br /&gt;
*Polymath&lt;br /&gt;
**Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely&lt;br /&gt;
==Spells &amp;amp; Arts==&lt;br /&gt;
*Spells Per Day: X/X&lt;br /&gt;
*Effort: X/X&lt;br /&gt;
*Known Arts:&lt;br /&gt;
*Prepared Spells:&lt;br /&gt;
*Spells Known:&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Readied Items:&lt;br /&gt;
**Total: 4/5&lt;br /&gt;
***Buff Coat (AC 12) 0&lt;br /&gt;
***Bow, Large (1d8 damage, no Shock) 2&lt;br /&gt;
***20 arrows &amp;amp; quiver 1&lt;br /&gt;
***Hand Axe (1d6 dmg, Shock 1/AC 15) 1&lt;br /&gt;
*Stowed Items:&lt;br /&gt;
**Total: 9/9&lt;br /&gt;
***Dagger (1d4 dmg, Shock 1/AC 15) 1&lt;br /&gt;
***Backpack 1&lt;br /&gt;
***Cooking utensils and 1 week of rations 5 total&lt;br /&gt;
***Waterskin 1&lt;br /&gt;
***Tinder box and 3 torches 1&lt;br /&gt;
*Bookkeeping&lt;br /&gt;
**Package: Ranger (100 Silver, 13 enc total)&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
*starting money roll: https://orokos.com/roll/951000&lt;br /&gt;
*11 Gold Pieces&lt;br /&gt;
*40 Silver Pieces&lt;br /&gt;
*3 gem worth 50sp each&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425751</id>
		<title>Yacob Muleskinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425751"/>
		<updated>2022-08-17T04:28:15Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character developed for The Wyzard&#039;s WWN [[Caverns Without Number]] campaign. &lt;br /&gt;
=Cob Muleskinner=&lt;br /&gt;
[[File:Cob_Muleskinner.png|right]]&lt;br /&gt;
*Background: Labourer&lt;br /&gt;
** &#039;&#039;Chargen dice (2d6, 1d8, https://orokos.com/roll/950846)&#039;&#039;&lt;br /&gt;
** Any Skill (Stab)&lt;br /&gt;
** Ride&lt;br /&gt;
** Free Skill (Sneak)&lt;br /&gt;
** Work&lt;br /&gt;
** +1 Any Stat (CHA)&lt;br /&gt;
*Appearance:&lt;br /&gt;
** Cob is shorter than most and seems to be made of little other than sinew.  He has sunken cheeks and his skin is more weather-worn from the elements than most of The City.  His clothing is bland, simple, and durable.&lt;br /&gt;
*Description:&lt;br /&gt;
** Iakob Muleskinner (or just &amp;quot;Cob&amp;quot;) grew up in a family of porters who helped move cargo coming into and out of The City. While still young, he was able to get an apprenticeship with a game warden who would lead hunts for the nobles outside of the city. The last hunt ended horribly when Lord Gerald Openhand insisted upon delivering a coup de grace on a dire boar, which he then mishandled.  Cob’s horse was killed by the dying boar, and Lord Gerald abandoned Cob in the wilderness in order to get back to The City before it moved.  Cob is not happy.&lt;br /&gt;
*Goal:&lt;br /&gt;
**Exact revenge on the noble who abandoned him.&lt;br /&gt;
*Class: Heroic Expert&lt;br /&gt;
**Legendary Expertise&lt;br /&gt;
*** Once per scene, as an Instant Action, automatically succeed at any non-combat skill check of difficulty 12 or less.  If used in an opposed skill check, you may instead reroll the check and use the best of the two rolls.&lt;br /&gt;
**Heroic Skill - Survive&lt;br /&gt;
***Pick any non-combat, non-Magic skill; that skill is immediately set to Level-4 proficiency, regardless of your character level and the usual maximum allowed.  If you already have that skill at some level from some other source, you may exchange the existing score for an equal rating in any other non-combat, non-magic skill of your choice that you don&#039;t already have.&lt;br /&gt;
**Heroic Expert&#039;s Fray&lt;br /&gt;
***Once per turn, as an On Turn action, inflict 1d8 damage plus half your level, rounded down, to any one target within reach of any of your readied weapons, provided they have equal or fewer hit dice than you have levels.  This damage is not modified by any ability or bonus, and can effect any creature who could be hurt by that readied weapon.&lt;br /&gt;
** Quick Learner&lt;br /&gt;
*** When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.&lt;br /&gt;
*HP: 14/14&lt;br /&gt;
*System Strain: X/X&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: X/X&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
*Strength: 11 (+/-0)&lt;br /&gt;
*Dexterity: 14 (+1)&lt;br /&gt;
*Constitution: 12 (+/-0)&lt;br /&gt;
*Intelligence: 9 (+/-0)&lt;br /&gt;
*Wisdom: 9 (+/-0)&lt;br /&gt;
*Charisma: 8 (-0)&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
*Movement: 30&lt;br /&gt;
*Armor: Buff Coat&lt;br /&gt;
**AC: 12&lt;br /&gt;
*Weapon: Hand Axe&lt;br /&gt;
**+1, 1d6+0. Shock:1 Range:&lt;br /&gt;
*Weapon: Large Bow&lt;br /&gt;
**+3, 1d8+0. Shock: Range:100/600&lt;br /&gt;
*Physical: 13&lt;br /&gt;
*Evasion: 12&lt;br /&gt;
*Mental: 13&lt;br /&gt;
*Luck: 13&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
==Skills== &lt;br /&gt;
*Administer: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Connect: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Convince: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Craft: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Exert: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Heal: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Know: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Lead: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Magic: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Notice: 2&lt;br /&gt;
**(1 from Alert, 2 from Advancements)&lt;br /&gt;
*Perform: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Pray: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Punch: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Ride: 1&lt;br /&gt;
** (1 from Background, 1 from Advancement)&lt;br /&gt;
*Sail: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Shoot: 2&lt;br /&gt;
**(1 from Deadeye, 2 from Advancement)&lt;br /&gt;
*Sneak: 2&lt;br /&gt;
**(1 from Background, 2 from Advancement)&lt;br /&gt;
*Stab: 1&lt;br /&gt;
**(1 from free skill, 1 from Advancement)&lt;br /&gt;
*Survive: 4&lt;br /&gt;
**(4 from Heroic Skill)&lt;br /&gt;
*Trade: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Work- Porter: 1&lt;br /&gt;
**(1 from Background)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Alert&lt;br /&gt;
** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result&lt;br /&gt;
*Deadeye&lt;br /&gt;
**Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.&lt;br /&gt;
*Polymath&lt;br /&gt;
**Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely&lt;br /&gt;
==Spells &amp;amp; Arts==&lt;br /&gt;
*Spells Per Day: X/X&lt;br /&gt;
*Effort: X/X&lt;br /&gt;
*Known Arts:&lt;br /&gt;
*Prepared Spells:&lt;br /&gt;
*Spells Known:&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Readied Items:&lt;br /&gt;
**Total: 4/5&lt;br /&gt;
***Buff Coat (AC 12) 0&lt;br /&gt;
***Bow, Large (1d8 damage, no Shock) 2&lt;br /&gt;
***20 arrows &amp;amp; quiver 1&lt;br /&gt;
***Hand Axe (1d6 dmg, Shock 1/AC 15) 1&lt;br /&gt;
*Stowed Items:&lt;br /&gt;
**Total: 9/9&lt;br /&gt;
***Dagger (1d4 dmg, Shock 1/AC 15) 1&lt;br /&gt;
***Backpack 1&lt;br /&gt;
***Cooking utensils and 1 week of rations 5 total&lt;br /&gt;
***Waterskin 1&lt;br /&gt;
***Tinder box and 3 torches 1&lt;br /&gt;
*Bookkeeping&lt;br /&gt;
**Package: Ranger (100 Silver, 13 enc total)&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;br /&gt;
*starting money roll: https://orokos.com/roll/951000&lt;br /&gt;
*11 Gold Pieces&lt;br /&gt;
*40 Silver Pieces&lt;br /&gt;
*3 gem worth 50sp each&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Caverns_Without_Number&amp;diff=425699</id>
		<title>Caverns Without Number</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Caverns_Without_Number&amp;diff=425699"/>
		<updated>2022-08-16T03:38:15Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Dramatis Personae */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page for the Caverns of Thracia game, run by The Wyzard using Worlds Without Number. Its content is tentative. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before we start:&#039;&#039;&#039; Combat is intended to be a little more interesting than normal B/X. I strongly suggest that you all familiarize yourself with how Shock Damage works, and secondarily with how the combat maneuvers work. Shock Damage is going to mess you up if you aren&#039;t ready for it. &lt;br /&gt;
&lt;br /&gt;
[[File:GMG4615-Thracia-455x600.jpg]]&lt;br /&gt;
&lt;br /&gt;
=The Adventurers=&lt;br /&gt;
==Basic Wiki Practice==&lt;br /&gt;
I&#039;m used to keeping information on my campaigns on a wiki. Some of you may not be used to this. Your character sheet is the first challenge you will face! Please ask for help on the discord if you aren&#039;t familiar with this stuff. So here is what you do, in order: &lt;br /&gt;
*Make a wiki account if you can&#039;t just log in with your regular RPGnet account, I can&#039;t remember.&lt;br /&gt;
*Anyway, be logged into the wiki.&lt;br /&gt;
*Open the sample character sheet in a new tab. &lt;br /&gt;
*Then hit &amp;quot;Edit&amp;quot; on this section (The Adventurers.)&lt;br /&gt;
*You can see the double-brackets around &amp;quot;Fill This In Yourself.&amp;quot; Those double brackets will make a link to another wiki page, and the title will be whatever is the text inside the double brackets. You&#039;re going to put your character&#039;s name in there. Your character&#039;s name should be sufficiently unusual that there isn&#039;t already a PC somewhere on the wiki with that name. A good formula is something like (Name) the (Descriptor), where the descriptor is either some literal or figurative detail about the character. Maybe your character is Jeanette the Ravensworn, and you don&#039;t know what Ravensworn is yet. That&#039;s fine, maybe we&#039;ll find out!&lt;br /&gt;
*Save your edit and click on the new link that is your character&#039;s name.&lt;br /&gt;
*Now, hit the Edit button on the sample character sheet.&lt;br /&gt;
*Hit CTRL-A to select all text in the editing window. Then CTRL-C to copy it. Then close the window on the sample character sheet because you don&#039;t actually want to change it.&lt;br /&gt;
*Now hid the Edit button on YOUR character sheet, and paste in all the text from the sample one. &lt;br /&gt;
*Now fill in all the details.&lt;br /&gt;
*This sounds like a lot when I break it down like this, but honestly it takes seconds and I will probably do it for you during Session Zero. &lt;br /&gt;
==Dramatis Personae==&lt;br /&gt;
*[[Kastalos the Untouchable]]&lt;br /&gt;
*[[Yacob Muleskinner|Cob Muleskinner]]&lt;br /&gt;
*[[Fill This In Yourself]]&lt;br /&gt;
*[[Fill This In Yourself]]&lt;br /&gt;
*[[Fill This In Yourself]]&lt;br /&gt;
*[[Fill This In Yourself]]&lt;br /&gt;
*[[WWN Sample Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
The greatest city of the world, in terms of cosmopolitan fun, wealth, and knowledge, is Nibiru, the Peregrinate Acropolis. A heavily fortified castle-city built on a large stone mesa, it has the look of a vast ziggurat capped with a wonder of colorful towers. The undercity inside the mesa is a maze of carved and worked tunnels, warehouses, reservoirs, and hidden temples. The lower levels of the city are a chaos of tenements, manufactories, brightly tiled plazas, and cafeterias. The vast towers contain luxury apartments for the rich, in addition to colleges, libraries, laboratories, training halls and so forth. The outer walls are dotted with fortifications, weapon emplacements, signal towers, and windmills that power various machinery, particularly water pumps. Real estate is tremendously valuable, most people live in spaces little larger than a walk-in closet. Hence the desperate need for the public bathhouses and cafeteria-style restaurants that support the life and hygiene of the city - there simply isn&#039;t space for people to have their own kitchens and so forth. &lt;br /&gt;
&lt;br /&gt;
What makes Nibiru so wealthy and influential, such a center of knowledge, is that it moves. Every week, the city disappears in vast cloud of opaque fog, and reappears somewhere else on Terminus. The engines that accomplish this have been carefully maintained for centuries, so that it has functioned without interruption. It peregrinates along a semi-regular trade route, with space built into the schedule for necessary or opportunistic deviations, and a cadre of mages, merchants, and scholars of economics carefully plot its course for maximum advantage. Wherever it lands, the vast trading apparatus fires up into action. Enormous loads of commodities and rarer goods are sold to local merchant houses, wherever the city might land. The vast caverns of the undercity can carry an amount of cargo beyond imagination. The limiting factor is how much of it can be hauled out and traded for new goods, which must in their turn be loaded within six days.&lt;br /&gt;
&lt;br /&gt;
You are natives of this city - you have the invisible, UV-reactive tattoo of a citizen in at least three places on your body. This marks you as one of the exalted, an individual with the right to enter the city&#039;s gates and remain within the confines as it peregrinates. Even the meanest beggar who is a citizen of Nibiru has something that the wealth of an emperor might not purchase. And, like all natives, you know the rule - the first six days are for business, but the seventh is a day of rest. No one leaves the city on the seventh day, or lingers outside for even one second beyond midnight of the sixth. The risk of being left behind is just too high. &lt;br /&gt;
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Guess how you fucked up?&lt;br /&gt;
&lt;br /&gt;
==The Local Environment==&lt;br /&gt;
It&#039;s early spring and you&#039;re probably going to be stuck here for about the next year, until Nibiru returns and you can get home. The city-state of Amarna is located on a fertile river delta that empties into a sea. That&#039;s where Nibiru came to rest. The area around the great river is a green and well-developed valley, with large towns and farming villages served by a regular geometric pattern of irrigation channels. To the east, about a day&#039;s walk down the coast, is a small semi-fortified city named Tjaru, in an undesirable and swampy region. It is used as a place of exile for criminals and the disgraced. That&#039;s where you&#039;ve currently ended up. And you&#039;ve heard rumors of a recently-discovered Deep, one of the vast underground fastnesses built by various ancient civilizations. &lt;br /&gt;
&lt;br /&gt;
Deeps are dangerous, in ways both mundane and exotic. However, they frequently contain raw wealth left behind by the Ancients. Also, the even more precious sorcerous, alchemical, or technological artifacts that they seem to have had such a panoply of. This would be an outstanding way to support yourselves for the next year. And, if you&#039;re lucky, you might go beyond supporting yourself in reasonable style, and find that you&#039;ve recovered something valuable enough to earn a higher station in Nibiru.&lt;br /&gt;
&lt;br /&gt;
Note: Tjaru and other nearby settlements are all part of the same Amar &amp;quot;city-state,&amp;quot; ruled over by the central city Amarna. It is also styled as Amar-Na in more formal writings. The people that live here are Amars. The adjective form is Amaric.&lt;br /&gt;
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==Distance &amp;amp; Timekeeping==&lt;br /&gt;
I&#039;ll eventually post a hexmap with some local points of interest and so forth, but I don&#039;t envision hexcrawling to be a major component. You&#039;re going to be in a relatively civilized area, albeit on the very edge of it. You won&#039;t need to make wilderness encounter checks to get to the dungeon and back. &lt;br /&gt;
&lt;br /&gt;
My assumption is that you&#039;ll be largely based in Tjaru. My thought is that rather than keep strict track of days, a single delve (which might span multiple sessions) will just cross a week off the calendar, and we&#039;ll assume that resting, re-equipping, and so forth takes about that long. The dungeon is going to be maybe two hour&#039;s walk from Tjaru, so you can go out there, screw around for a while, and still get back before dark.&lt;br /&gt;
&lt;br /&gt;
In-town intrigues and investigations likely WILL be a component of this game. It&#039;s not pure dungeon-crawling. And there&#039;s a significant amount of factionalism and other interesting stuff going on inside the Deep itself. It&#039;s not just dozens of rooms full of combat encounters.&lt;br /&gt;
&lt;br /&gt;
==Questions for Session Zero==&lt;br /&gt;
*Anything anybody definitely wants to see&lt;br /&gt;
*Anything anyone definitely doesn&#039;t want to see, particularly in terms of &amp;quot;does anything already on this wiki bother someone a lot?&amp;quot;&lt;br /&gt;
*Lines &amp;amp; Veils or whatever, PM me if you have to&lt;br /&gt;
*I don&#039;t intend the game to include explicit sexual content, and even the implication of sexual violence is right out&lt;br /&gt;
*I actually find some of the gene-modified human strains in WWN to be kind of interesting, but they might be too problematic, I dunno, opinions?&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=Encumbrance &amp;amp; Beasts of Burden=&lt;br /&gt;
WWN&#039;s encumbrance system is simple enough that I&#039;m not sure we&#039;ll actually need this section, but I included it as a matter of habit. Note that every full 100 coins counts as an item. Count normal gems as a single coin. Jewelry and small art objects are counted as a bulk good - you can pack together three items such as carved ivory necklaces, jade hairbrushes, jeweled crowns, rings, etc. I&#039;ll let you know about larger art objects. &lt;br /&gt;
==The Pocket Change Rule==&lt;br /&gt;
Your first up-to-100-coins worth of regular coins and gems do not count towards encumbrance, so long as they&#039;re yours alone. Found treasure is tracked separately until you return to civilization, such as it is. &lt;br /&gt;
==The Bling Rule== &lt;br /&gt;
The PCs may ignore the encumbrance requirements of jewelry if they simply wear the jewelry openly, within reason. No more than a single crown at a time, etc. This has two downsides: If you are presently in a Deep, you may find out an object is cursed at a most inconvenient time. Secondly, your enemies may become ravenously motivated to relieve you of those items. Morale is an important component of combat in this game, and if you are draped in the wealth of nations, then opponents may get a morale bonus.&lt;br /&gt;
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=NPCs=&lt;br /&gt;
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=Notes &amp;amp; Logs=&lt;br /&gt;
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=Maps=&lt;br /&gt;
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=House Rules &amp;amp; Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Character Creation &amp;amp; Advancement==&lt;br /&gt;
*Don&#039;t come with a character concept, we&#039;ll create characters in a session zero. It&#039;s okay to have a few vague ideas just so we don&#039;t have to look up too much. &lt;br /&gt;
*For attributes, arrange the following array to taste: 14, 12, 11, 10, 9, and 7. See pg. 8. &lt;br /&gt;
*When you pick a background, you get a free skill associated with it at level 0. Then, make a total of three rolls on the growth or learning table for your background. &lt;br /&gt;
*Choose a class. We&#039;re only using the classes available in the free version. However, the odder partial classes are available.&lt;br /&gt;
*Note that I don&#039;t like the Cleric class in D&amp;amp;D for complicated reasons, so please don&#039;t try to emulate one in terms of being a dedicated servant of a god. If you want to play a Healer (one of the partial classes) you certainly can, but I don&#039;t have a sense as to whether one is strictly necessary. PCs can die in this game but I&#039;m probably going to tone down the &amp;quot;if you fail this save you die&amp;quot; kind of stuff. &lt;br /&gt;
*Assume you roll a 6 on your hit die. &lt;br /&gt;
*Skip the equipment step, read up on the languages stuff on this wiki.&lt;br /&gt;
*Everyone levels up twice. We start at level 3. Assume you roll a 4 on these two hit dice. &lt;br /&gt;
*You can start with 1,000 silver pieces worth of equipment. Note that this game is on a silver standard. If you want one of the packages on page 29, assume it&#039;s 100 silver pieces for any of the packages. No swapping or whatever. Discard any money you didn&#039;t spend on equipment.&lt;br /&gt;
*For ready cash, you each start with 3d6 gold, 3d20 silver, and 1d4+1 gems worth 50 sp apiece. &lt;br /&gt;
*Your first month of living expenses is prepaid, at a Common standard of living. After the first month you need to pay that much, which amounts to 80sp per month, due on the first of each month. Adventurers cannot voluntarily spend less than this, because they are intolerant of living in more straitened circumstances. Note that this includes rations - it&#039;s not any more expensive to buy rations than it is to eat at the tavern. You do still have to determine how many you&#039;re carrying, for encumbrance purposes. &lt;br /&gt;
*We&#039;re using slow advancement, pg 54. However, a full continuous month lived at a Rich lifestyle (200sp per week, or 800 for the whole month) gives 1 bonus XP to any character below 6th level. A full continuous month lived at a Noble lifestyle (1,000sp per week, or 4,000 for the whole month), gives 1 bonus XP to any character below 9th level. &lt;br /&gt;
*You will each start with one or more rumors about the nearby Caverns of Thracia.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
Disregard the setting as written in WWN. I dig the general vibe but I&#039;m mostly going to be doing my own thing. The name of this world is Terminus (players in my previous campaigns may recognize the name; consider this a reboot.)&lt;br /&gt;
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==History==&lt;br /&gt;
Terminus is not known to have ever had any natively intelligent life. Various intelligent beings from other places, human and otherwise, have come to settle there. It also has its own complement of extradimensional entities, beings which some might refer to as gods.&lt;br /&gt;
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The earliest human settlers came from other worlds forgotten to the modern person. Something, however, caused a lapse in communication and logistical capability. The settlers were cut off from home. Whatever disaster occurred has cut off almost all contact with civilizations outside the solar system. Visitation by spacecraft is extremely rare and not well-known. Visitors who arrive via stranger means are, if they exist, keeping it on the down-low. &lt;br /&gt;
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It is believed by some scholars and most small children that there are inhabited cities on the moons.&lt;br /&gt;
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==A Hypercompressed Timeline==&lt;br /&gt;
So as not to engage in the fantasy world designer&#039;s great sin of just adding a bunch of zeroes onto a reasonable timeline, I&#039;m not providing any numbers here. Think of these as the approximate ages of the world, liberally seasoned with disinformation, misunderstanding, propaganda, temporal anomalies, and genuinely antique texts from different planets that were improperly mixed into the local historical record.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Era Zero: The Precursors.&#039;&#039;&#039; There are occasionally objects or devices (such as the Cidrian Gates or the Sublunar Machinery) which seem to correspond to some time or people before the era of the Lizard Kings. Anything that old which is still operational can be presumed to have unimaginable power and sophistication. They may have been built by prior human civilizations or by entities even further removed from our understanding. It is presumed that human colonization occurred during this era due to the fact that some of these devices appear made for beings on the approximate size and body plan of modern humanity.&lt;br /&gt;
*&#039;&#039;&#039;Era One: Early Human Colonization.&#039;&#039;&#039; During this period, large numbers of humans arrived on the planet via means which are not known for certain, and engaged in widespread terraforming and genetic resequencing of themselves and everything else they could get their hands on. The early colonies “failed,” in that C&amp;amp;C with whoever sent them was lost, and whatever early governments were established collapsed. Humans went through a period of barbaric savagery, and then got it out of their systems. There is little evidence of heavy industry during this period, indicating a break from the precursor era, which did engage in large-scale engineering. &lt;br /&gt;
*&#039;&#039;&#039;Era Two&#039;&#039;&#039;: &#039;&#039;&#039;The Lizard Queens&#039;&#039;&#039;. The Lizardfolk were for a time the apex sophont on the planet. They built crystalline devices that ran on psionic rather than technological or magical principles, subjugated humans when they felt the need, and built ziggurats, pyramids, and canals. They revived the precursor habit of constructing Deeps, or at least cleared and restored to use a number that were already ancient. These enormous underground spaces were considered proof against enemies approaching overland or from the skies. It is believed that airborne attacks must have been a major hazard at the time. The decline in cognitive capability among lizardfolk is most likely what allowed humanity to eventually overtake them. &lt;br /&gt;
*&#039;&#039;&#039;Era Three:&#039;&#039;&#039; &#039;&#039;&#039;The Amaranthan Empire&#039;&#039;&#039;. This human empire rose out of a small but wealthy kingdom by a bay, where innovative magicians laid down the foundation-stones of modern sorcery. It was a darker, cruder magic that they practiced, and they were insatiable for more power. Within a handful of generations, the leaders of the Amaranthan kingdoms had as much magic in their veins as blood, and they conquered the vast majority of the world. Between their spells, and pre-Saurian technology and learning they recovered from the Deeps, they easily brought to heel the feudal human societies that arose to fill the vacuum left by the Lizard Kings.&lt;br /&gt;
*&#039;&#039;&#039;Era Four:&#039;&#039;&#039; &#039;&#039;&#039;The Hubris.&#039;&#039;&#039; The Amaranthans declared war on everyone and everything that would not bend the knee to their Emperor. After a hundred years of blood and fire, they lost. &lt;br /&gt;
*&#039;&#039;&#039;Era Five:&#039;&#039;&#039; &#039;&#039;&#039;The Long Dark.&#039;&#039;&#039; Little enough of this era is recorded. Vengeful beings of every sort preyed on humanity and dominated their cities. Much awful tribute was extracted, and the lore of the Amaranthans was destroyed whenever it could be found. The tech level at this time was definitely more medieval in character, as humans were lucky if their masters allowed them pointy sticks, in most places. This was the era of the Lex Sanguinis, codified by the Vampire Regents who ruled so many city-states. Much of the current law and custom is descended from these dark times, with appropriate adaptations.&lt;br /&gt;
*&#039;&#039;&#039;Era Six: The Thracian Hegemony&#039;&#039;&#039;. The Thracians began as a small group of seafaring city-states, in which a few privileged human servants formed a conspiracy. They managed to throw off the yokes of their inhuman masters and institute democracy. They rapidly became masters of the exchange of goods. Thracian civilization avoided reliance on direct sorcery, since they didn&#039;t wish to repeat the mistakes of the Amaranthans. They pursued alchemy, artifice, and technology. While they never approached the sophistication of Precursor technology, they could produce much more sophisticated machinery at scale than is possible in the current era. They were able to free most of the rest of human civilization via a combination of disaster capitalism and laser-armed airships. They also standardized weights, measures, and coinage, which standards are still used today. Currency from pre-Thracian cultures is often extremely non-standard. &lt;br /&gt;
*&#039;&#039;&#039;Era Seven: The Decapitation&#039;&#039;&#039;. The leaders of the Thracian Combines attempted to make treaty with the various Lunar civilizations, just as they had done to the monstrous kingdoms that had existed on the terrestrial sphere. For whatever reason (but probably because the Lunatics weren&#039;t ignorant of how this had worked out for the vampire princes, etc.), negotiations fell through, and ended in several nights of orbital bombardment. When the smoke cleared, the Thracian civilization came apart at the seams. They had always kept their leadership and industrial base centralized, to maintain their hegemony. Unfortunately, that meant it was all destroyed by the swarm of large iron meteorites that turned their five greatest cities into a morass of smoking, flooded craters. Bereft of leadership and centralized industrial production, the Thracians were raided into nonexistence by tribal or feudal peoples, monsters, and various nonhuman intelligences. Their society disintegrated, and the lore of operating their great machines and mysterious facilities became lost.&lt;br /&gt;
*&#039;&#039;&#039;Era Eight: The Age of City-States&#039;&#039;&#039;. You are here! Over much of the world, humanity has reorganized itself into independent and semi-independent city-states. There is trade and communication between the various civilizations, but vast waste-lands full of ruins and ancient roads occupy the space between them. Human civilization seems to be somewhat drowsy at this time in history, and the people of the world are plagued by hedonism and sybaritic boredom. Greed takes the place of ambition, and everywhere men and women take the low and easy road to comfort. Globe-spanning ambitions are distinctly out of fashion. Non-human intelligences have many thriving civilizations of their own, and so far there&#039;s so much room that large-scale conflict hasn&#039;t broken out. &lt;br /&gt;
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==Contemporary Material Culture==&lt;br /&gt;
Industrial manufacturing and supply chains no longer exist. However, books and other repositories of information are still available, and it&#039;s not uncommon for people to be educated to a (real-world) modern standard, even if they can&#039;t lay hands on so much as a flashlight. &lt;br /&gt;
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The vast majority of work is done using human or animal muscle, or relatively simple wind or water mills.  That being said, the situation is not at all comparable to medieval Europe. Many technologies that have an extremely high payoff-to-effort ratio if you are already at a high Roman or Renaissance-era level of technology are still used. Movable-type printing presses are not common, but they have supplanted scriptoriums. They’re just too easy to build in comparison to how much effort they save.&lt;br /&gt;
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The essential difficulty is that the creation of an industrial economy is a great deal of work, and nobody is really inclined to go to that kind of effort. Anyone with the resources, ambition, and will to build a steam train or an air conditioner factory is probably better off becoming an archmage and obligating their neighbors to appease them. &lt;br /&gt;
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Further, Precursor humanity genetically engineered a variety of plants to be unnaturally useful, and those strains are still cultivated. A wide variety of food plants and several types of mushroom are known to be results of the original sequencing project; they can be easily and rapidly farmed, and are tailored to human dietary needs. For this reason, simply supplying the population with food is not the crushing burden it was in real-world medieval societies, and even impoverished areas have sufficient time for leisure and social or intellectual pursuits. There are other examples, as well, such as the Library Trees with leaves uniquely suited to paper-making.&lt;br /&gt;
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Advanced alloys, both alchemical and mundane, are still manufactured, although not in modern quantities. &lt;br /&gt;
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&#039;&#039;&#039;Summary:&#039;&#039;&#039;&lt;br /&gt;
*Individual artificers, magicians, and alchemists do produce items of enchantment or high technology, but these are rare, hand-crafted, and expensive. &lt;br /&gt;
*High technology as it exists in our world is rarely available and typically only in very simple configurations. A hand-held UV light might be obtainable, but a computer is out of the question.&lt;br /&gt;
*The advanced technology that does exist often involves large glowing synthetic gemstones, runic circuitry, and alchemical materials. Gears, moving parts, conventional batteries, and other steampunk apparatuses are relatively rare. The dividing line between magic and this sort of science can be somewhat thin at times. Consult the rules for mods in the WWN rulebook for ideas. &lt;br /&gt;
*The &amp;quot;hurlants&amp;quot; described on pg. 36 are available for purchase. In-setting, they&#039;re referred to as coilguns. They function via an extremely high-tension, alchemically produced metal spring, housed inside a barrel, which must be carefully wound with an integral handle before a specially made steel dart is loaded and clipped into place. Rather than the barrel being rifled, the dart is designed with a subtly helical fluting. Hand hurlants are often mounted on an arm bracer, but either may be made in a configuration similar to a modern firearm. They are, however, typically ornately carved or filigreed. They are considered a weapon of war or murder, and may not be carried openly in civilized cities. The user is expected to have them unloaded, &amp;quot;broken down&amp;quot; into components, and carried packed away. Note the AP tag on them - they ignore non-magical armor. A hand hurlant can throw its sliver of steel directly through an armored knight&#039;s breastplate and out his back. They are, therefore, especially disliked by the sorts of people wealthy enough to invest in heavy armor.&lt;br /&gt;
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==Astronomy &amp;amp; Weather==&lt;br /&gt;
Terminus lacks the axial tilt &amp;amp; wobble of our own world. Seasons are caused by its eccentric and elliptical orbit. In plain terms, its distance from the sun varies sufficiently over the course of the year to produce winter and summer. This means the north and south hemisphere experience winter and summer at the same time. Terminus&#039; magnetic poles are precisely perpendicular to the plane of orbit. It is highly likely that some intelligent agency altered these factors at some point in times ancient beyond reckoning. &lt;br /&gt;
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Terminus has three moons in an equidistant orbit around the planet. One is nearly white, like our own, and the other two are tinted red and blue. Absent cloud cover, the night sky almost always provides a little more light than a full moon on our own Earth.&lt;br /&gt;
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==Calendar==&lt;br /&gt;
There are 13 lunar months, each of exactly 28 days. There are three months in each of the seasons that would be recognizable to us - a spring, a summer, an autumn, a winter. Even without axial tilt and wobble, the nature of the seasons varies according to distance from the equator and local geography. Coastal areas are milder, areas close to the poles are colder. &lt;br /&gt;
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The calendar of 13 months is standard almost all across the globe, at least in human civilizations. What varies is which months are counted part of which season. In general, an area with extreme conditions during one month of the year will count the &amp;quot;extra&amp;quot; month as outside of a regular season. A northern city might take the part of the year of most intense cold and count it as &amp;quot;Fimbulwinter,&amp;quot; a time outside of even regular winter. An equatorial land might have the Dog Days, that month which is too hot to be placed within regular summertime. In a coastal land, the inhabitants might take the time of most intense storm activity, and name it the Monsoon Season. &lt;br /&gt;
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The area this campaign takes place in is a Mediterranean type of climate. Due to the proximity of a large body of water, while the summers can be hellishly humid, the extremes of temperature aren&#039;t as bad as they could be.&lt;br /&gt;
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==Languages==&lt;br /&gt;
The PCs start out knowing Common &amp;amp; Trade Cant, with additional languages per their Connect &amp;amp; Know skills. See pg. 28 of WWN.&lt;br /&gt;
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*Common is a modern form of Thracian, and is the most wide-spread human language. Insular or remote human civilizations might have divergent or distinct languages. &lt;br /&gt;
*Trade Cant is a limited pidgin tongue commonly used in highly cosmopolitan areas or by far-traveling merchants. It&#039;s not good for higher pursuits, but has special vocabulary for economic concerns, commodities, travel &amp;amp; accommodations, et cetera. &lt;br /&gt;
*Old Thracian has about as much in common with Common as classical Latin does with modern Italian. It was the language of the last powerful and widespread human civilization.&lt;br /&gt;
*Amaranthan, also known as Sorcerer&#039;s Speech, is even older than Old Thracian. It was the tongue of a powerful sorcerous empire that collapsed in blood and fire. &lt;br /&gt;
*Lizard, or in derogatory terms &amp;quot;Hiss,&amp;quot; is the language of the common lizardfolk and other reptilian intelligences. It&#039;s hard for humans to pronounce, and even harder for them to think in. The brains of the reptilian people are formed very differently to human ones. Something has gone very wrong with the lizardfolk, and 90% of them have cognitive limitations not present in their ancestors. The result is that only about 10% of them are literate in their own tongue. Note that in Lizard, humans are referred to as &amp;quot;Monkey Men,&amp;quot; and their terms for our language are even more derogatory than &amp;quot;Hiss.&amp;quot;&lt;br /&gt;
*Pelagic, or in derogatory terms &amp;quot;Glub,&amp;quot; is the common language of undersea peoples. It&#039;s impossible to pronounce in atmosphere, so it can mostly only be learned underwater. Water-Adapted PCs (see pg. 27, under xeno-blooded) can learn to speak and understand this. &lt;br /&gt;
*Fae is the language of the various half-worlder beings. It has Seelie and Unseelie dialects, and while most people will be more familiar with one or the other, they are comprehensible to each other.&lt;br /&gt;
*Sign Language exists for the use of the deaf, and is also commonly used by beings for whom normal conversation is difficult. For example, a non-water-adapted human and a greater octopus might both be intelligent, but the octopus can only speak underwater, and the human can only speak in the air. If they met at the shore, they could communicate via sign, with each staying in its own preferred medium. The gestures are abstract enough for beings with significantly different anatomy, so long as they have limbs. Dolphins don&#039;t have sufficient limbs to Sign, although they can learn to understand it, but they&#039;re telepathic anyway. &lt;br /&gt;
*Various other species have their own languages.&lt;br /&gt;
*The Precursor civilization of humans presumably had their own language, but they don&#039;t seem to have written much down, or if they did, it was lost long ago. &lt;br /&gt;
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==Random Notes==&lt;br /&gt;
*&amp;quot;Greater&amp;quot; creatures are intelligent forms. A Greater Octopus is therefore a sophont form of octopod. The lizardfolk are greater lizards. Nonhuman intelligences, in their own languages, would typically refer to humans as Greater Monkeys. This is a scientific or technical classification and it is rude to refer to any intelligent being in their own person this way. This is distinct from a &amp;quot;Dire&amp;quot; form, which is a larger and usually more ferocious form of a more common creature. See the classical example, the Dire Wolf. Note that nonhumans often classify Ogres as Dire Humans, which humans are not especially appreciative of in most cases. &lt;br /&gt;
*Human biology is rather enhanced by precursor engineering. The average lifespan, uninterrupted by disease or violence, is about 120 years, with only the last fifteen or so involving serious senescence. Most people will recover relatively fully from injuries or diseases that don&#039;t amount to amputation, and sepsis due to injuries is rare. Birth defects as we know them are unheard-of. Fertility is also optional for humans. Basically, look at the healing rules and be astonished how little medicine is required for stabbing victims. &lt;br /&gt;
*There are no elves &amp;amp; dwarves in the typical D&amp;amp;D sense, so the Special Origin focus is not used. The Xenoblooded focus is freely available and represents the efforts of precursor genetic engineers, passed down through the long millenia; aquatic-adapted humans are still well-known in coastal areas. The Unique Gift focus is also available, and typically represents some inheritable genetic gift.&lt;br /&gt;
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==Nibiru==&lt;br /&gt;
I don&#039;t want to spend too much time on this, because the whole point of the campaign is that you aren&#039;t there. But maybe a few notes won&#039;t go too far wrong.&lt;br /&gt;
*There is a system of public education, welfare, and public works that is unrivaled in the world. If you don&#039;t find a useful occupation for yourself, you &#039;&#039;&#039;will&#039;&#039;&#039; be trained and pressed into service in some capacity or another. &lt;br /&gt;
*Nibiru has the wealth to support its people, but no room for idlers and malingerers. Literally, physical space is at a premium. &lt;br /&gt;
*Social stratification is severe in terms of power and resources commanded, but there are no mansions or palaces. Everyone must make use of public spaces and facilities, hence they are well-maintained. &lt;br /&gt;
*Security is tight. If any enemy ever penetrated to the machinery that allows peregrination, they could damage it in a way no one now living would know how to repair. Foreigners are allowed into the city itself only on an extremely limited basis. Criminal gangs are unheard of; and criminal activity is not tolerated. &lt;br /&gt;
*All citizens are educated to at least something resembling a high school level and then given some additional training, vocational or otherwise, unless their employment is destined to be entirely menial. For those such as the PCs who have exceptional abilities, they may have attended one of the following programs:&lt;br /&gt;
**The Athenaeum is a tower most like a &amp;quot;university&amp;quot; program in Nibiru. Conventional scholarly and engineering students are likely to graduate from here.&lt;br /&gt;
**The Scholomance is the tower dedicated to magic, both High Magic &amp;amp; New Magic. The individual in charge of it, known as the Rector, is a black-robed figure wearing an alabaster mask. Their true identity has not been known in centuries - it may be the same superannuated individual, or it is possible that the Chairs of the various departments are electing a new individual from time to time. The board of the scholomance is is deeply secretive, and nothing can be said with certainty. &lt;br /&gt;
**The Charterhouse tower trains Vowed. Charterhouse Vowed can select as their bonus skill (see pg. 86) either Exert or Sneak. PCs can take any path they wish, but the typical Charterhouse graduate works as a spy, agent, bodyguard, or assassin. &lt;br /&gt;
**Skull Plaza is the military school. Obviously, many people learn the combat arts in more practical ways, but the regular army goes through Skull Plaza. Note that Nibiru does not maintain cavalry of any kind. Their combat doctrines and equipment are focused on siege defense and man-to-man or small unit combat. They produce numerous skilled duelists, and marching on the city would be a death sentence for nearly any attacker, but Nibiru can&#039;t field a large army.&lt;br /&gt;
&lt;br /&gt;
=Gods &amp;amp; Religion=&lt;br /&gt;
This is the part where I complain. Feel free to skim this section at most.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t like the way that religion and clerics are portrayed in D&amp;amp;D. I&#039;m most interested in what the PCs choose to do, in pursuing their own ends. Those ends may be selfless - a character might be dedicated to justice, for example. But it should be their own choice and for their own reasons, subject to their own reevaluation. Other, more selfish motivations are certainly easy enough to understand. &amp;quot;I would like that large pile of gold coins to belong to me rather than whoever currently lays claim to it&amp;quot; and &amp;quot;I would prefer not to die beneath this ghost-haunted pyramid I have been abandoned in&amp;quot; are both immediately relatable.&lt;br /&gt;
&lt;br /&gt;
This is consistent with what I would consider to be most of the essential texts of the genre. So of course D&amp;amp;D, in its lack of wisdom, had to make a character option to subsume PC choices and priority to some half-baked imagining of how a pantheistic religion might work, if you stripped it of all interest and cultural factors. &lt;br /&gt;
&lt;br /&gt;
So we&#039;re not going to do that. &lt;br /&gt;
&lt;br /&gt;
There is nothing like a D&amp;amp;D Cleric in this world. There are healers. There are also persons who are &amp;quot;high priests&amp;quot; or the like. The former is someone who has bent their talents to medicine. Or, in the case of the Healer partial class, someone who has devoted themselves to using psychic energy as a substitute for complex pharmaceutical substances that can no longer be manufactured. A &amp;quot;priest&amp;quot; is a social role. They may or may not be a member of a class that provides magical powers. If they are serious about relationships with supernatural beings, they may have a respectable ability with the Pray skill. &lt;br /&gt;
&lt;br /&gt;
==Religion on Terminus==&lt;br /&gt;
Gods are a highly varied lot. There are extradimensional entities and spirits that seem to have influence over greater or lesser amounts of real estate. There are also some extremely physically real beings with supernatural powers that are more flexible or focused than the Spells and Arts available to mortal magicians. A local crocodilian river-deity, for example, may be both a physically verifiable giant crocodile, and also capable of causing or preventing flooding in the river. But, notably, ONLY their own river. A deity of some more abstract principle, such as the North Wind, might be more indeterminate and widespread in their presence.&lt;br /&gt;
&lt;br /&gt;
The thing to keep in mind is that the gods are distant, weird, and inhuman, in all cases. The crocodile god is not up for a friendly chat. The North Wind was never a human, likely has no human feelings, and if it takes some anthropomorphic shape it is only as a matter of whimsy. Deities are typically not worshipped and revered in the way that a modern person in the US might imagine a religion to imply. The sailors do not love the gods of the seas. They fear them and respect them, and make offerings in the hope of improving their chances of coming home alive. Deities (in the vast majority of cases) make no guarantees or offers regarding the fate of a person&#039;s soul after death, which is a mystery, and of little concern to the typical person. Everyday matters loom larger, and death must take care of its own.&lt;br /&gt;
&lt;br /&gt;
Devoted servants of deities may have some special power or another, which is typically minor and has a cost. For more serious exertions of divine power, if such a thing is desirable, the cultists will likely need to conduct some ritual. This will involve an offering, and a Pray roll from their leader. Note that the offering need not be a material object or bloodletting - some gods might look favorably on a night of frenzied dancing by at least twenty or thirty dervishes. It depends on the god and the ritual undertaken. This isn&#039;t something I expect to see a lot of in-game, since divine intervention is generally not an effective way to obtain human goals. &lt;br /&gt;
&lt;br /&gt;
Anyway. Expect weird and inhuman genius loci, snake cults, and sui generis beings of cosmic horror, not some kind of benevolent god of farming with an organized and hierarchical temple structure.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
These game rules don&#039;t make use of alignment, so it&#039;s not a thing on the character sheet. You should know that my preference, though, which informs the cosmic background of the world, is law vs. chaos rather than good vs. evil. Conditions of extreme law or extreme chaos are not survivable for human beings - the large central curve of neutrality is the only zone humans can inhabit. As such, PCs don&#039;t need alignments. The gods and other beings may be aligned with law or chaos. Their machinations are equally dangerous to human life.&lt;br /&gt;
&lt;br /&gt;
==Known Deities==&lt;br /&gt;
I dunno, I&#039;ll put some stuff here eventually.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425698</id>
		<title>Yacob Muleskinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425698"/>
		<updated>2022-08-16T00:44:29Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Cob Muleskinner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character developed for The Wyzard&#039;s WWN [[Caverns Without Number]] campaign. &lt;br /&gt;
=Cob Muleskinner=&lt;br /&gt;
[[File:Cob_Muleskinner.png|right]]&lt;br /&gt;
*Background: Labourer&lt;br /&gt;
** &#039;&#039;Chargen dice (2d6, 1d8, https://orokos.com/roll/950846)&#039;&#039;&lt;br /&gt;
** Any Skill (Stab)&lt;br /&gt;
** Ride&lt;br /&gt;
** Free Skill (Sneak)&lt;br /&gt;
** Work&lt;br /&gt;
** +1 Any Stat (CHA)&lt;br /&gt;
*Appearance:&lt;br /&gt;
** Cob is shorter than most and seems to be made of little other than sinew.  He has sunken cheeks and his skin is more weather-worn from the elements than most of The City.  His clothing is bland, simple, and durable.&lt;br /&gt;
*Description:&lt;br /&gt;
** Iakob Muleskinner (or just &amp;quot;Cob&amp;quot;) grew up in a family of porters who helped move cargo coming into and out of The City. While still young, he was able to get an apprenticeship with a game warden who would lead hunts for the nobles outside of the city. The last hunt ended horribly when Lord Gerald Openhand insisted upon delivering a coup de grace on a dire boar, which he then mishandled.  Cob’s horse was killed by the dying boar, and Lord Gerald abandoned Cob in the wilderness in order to get back to The City before it moved.  Cob is not happy.&lt;br /&gt;
*Goal:&lt;br /&gt;
**Exact revenge on the noble who abandoned him.&lt;br /&gt;
*Class: Heroic Expert&lt;br /&gt;
**Legendary Expertise&lt;br /&gt;
*** Once per scene, as an Instant Action, automatically succeed at any non-combat skill check of difficulty 12 or less.  If used in an opposed skill check, you may instead reroll the check and use the best of the two rolls.&lt;br /&gt;
**Heroic Skill - Survive&lt;br /&gt;
***Pick any non-combat, non-Magic skill; that skill is immediately set to Level-4 proficiency, regardless of your character level and the usual maximum allowed.  If you already have that skill at some level from some other source, you may exchange the existing score for an equal rating in any other non-combat, non-magic skill of your choice that you don&#039;t already have.&lt;br /&gt;
**Heroic Expert&#039;s Fray&lt;br /&gt;
***Once per turn, as an On Turn action, inflict 1d8 damage plus half your level, rounded down, to any one target within reach of any of your readied weapons, provided they have equal or fewer hit dice than you have levels.  This damage is not modified by any ability or bonus, and can effect any creature who could be hurt by that readied weapon.&lt;br /&gt;
** Quick Learner&lt;br /&gt;
*** When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.&lt;br /&gt;
*HP: 14/14&lt;br /&gt;
*System Strain: X/X&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: X/X&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
*Strength: 9 (+/-0)&lt;br /&gt;
*Dexterity: 14 (+1)&lt;br /&gt;
*Constitution: 12 (+/-0)&lt;br /&gt;
*Intelligence: 11 (+/-0)&lt;br /&gt;
*Wisdom: 9 (+/-0)&lt;br /&gt;
*Charisma: 8 (-0)&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
*Movement:&lt;br /&gt;
*Armor: (List the actual armor + shield worn)&lt;br /&gt;
**AC: X&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Physical:&lt;br /&gt;
*Evasion:&lt;br /&gt;
*Mental:&lt;br /&gt;
*Luck:&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
==Skills== &lt;br /&gt;
*Administer: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Connect: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Convince: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Craft: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Exert: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Heal: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Know: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Lead: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Magic: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Notice: 2&lt;br /&gt;
**(1 from Alert, 2 from Advancements)&lt;br /&gt;
*Perform: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Pray: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Punch: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Ride: 1&lt;br /&gt;
** (1 from Background, 1 from Advancement)&lt;br /&gt;
*Sail: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Shoot: 2&lt;br /&gt;
**(1 from Deadeye, 2 from Advancement)&lt;br /&gt;
*Sneak: 2&lt;br /&gt;
**(1 from Background, 2 from Advancement)&lt;br /&gt;
*Stab: 1&lt;br /&gt;
**(1 from free skill, 1 from Advancement)&lt;br /&gt;
*Survive: 4&lt;br /&gt;
**(4 from Heroic Skill)&lt;br /&gt;
*Trade: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Work- Porter: 1&lt;br /&gt;
**(1 from Background)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Alert&lt;br /&gt;
** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result&lt;br /&gt;
*Deadeye&lt;br /&gt;
**Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.&lt;br /&gt;
*Polymath&lt;br /&gt;
**Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely&lt;br /&gt;
==Spells &amp;amp; Arts==&lt;br /&gt;
*Spells Per Day: X/X&lt;br /&gt;
*Effort: X/X&lt;br /&gt;
*Known Arts:&lt;br /&gt;
*Prepared Spells:&lt;br /&gt;
*Spells Known:&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Readied Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
*Stowed Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Cob_Muleskinner.png&amp;diff=425700</id>
		<title>File:Cob Muleskinner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Cob_Muleskinner.png&amp;diff=425700"/>
		<updated>2022-08-16T00:44:06Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425670</id>
		<title>Yacob Muleskinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425670"/>
		<updated>2022-08-16T00:25:35Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Cob Muleskinner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character developed for The Wyzard&#039;s WWN [[Caverns Without Number]] campaign.&lt;br /&gt;
=Cob Muleskinner=&lt;br /&gt;
*Background: Labourer&lt;br /&gt;
** Free Skill &lt;br /&gt;
*** Work&lt;br /&gt;
** Chargen dice (2d6, 1d8, https://orokos.com/roll/950846)&lt;br /&gt;
*** +1 Any Stat&lt;br /&gt;
*** Any Skill&lt;br /&gt;
*** Ride&lt;br /&gt;
*Appearance:&lt;br /&gt;
** Cob is shorter than most and seems to be made of little other than sinew.  He has sunken cheeks and his skin is more weather-worn from the elements than most of The City.  His clothing is bland, simple, and durable.&lt;br /&gt;
*Description:&lt;br /&gt;
** Iakob Muleskinner (or just &amp;quot;Cob&amp;quot;) grew up in a family of porters who helped move cargo coming into and out of The City. While still young, he was able to get an apprenticeship with a game warden who would lead hunts for the nobles outside of the city. The last hunt ended horribly when Lord Gerald Openhand insisted upon delivering a coup de grace on a dire boar, which he then mishandled.  Cob’s horse was killed by the dying boar, and Lord Gerald abandoned Cob in the wilderness in order to get back to The City before it moved.  Cob is not happy.&lt;br /&gt;
*Goal:&lt;br /&gt;
**Exact revenge on the noble who abandoned him.&lt;br /&gt;
*Class: Heroic Expert&lt;br /&gt;
**Legendary Expertise&lt;br /&gt;
*** Once per scene, as an Instant Action, automatically succeed at any non-combat skill check of difficulty 12 or less.  If used in an opposed skill check, you may instead reroll the check and use the best of the two rolls.&lt;br /&gt;
**Heroic Skill - Survive&lt;br /&gt;
***Pick any non-combat, non-Magic skill; that skill is immediately set to Level-4 proficiency, regardless of your character level and the usual maximum allowed.  If you already have that skill at some level from some other source, you may exchange the existing score for an equal rating in any other non-combat, non-magic skill of your choice that you don&#039;t already have.&lt;br /&gt;
**Heroic Expert&#039;s Fray&lt;br /&gt;
***Once per turn, as an On Turn action, inflict 1d8 damage plus half your level, rounded down, to any one target within reach of any of your readied weapons, provided they have equal or fewer hit dice than you have levels.  This damage is not modified by any ability or bonus, and can effect any creature who could be hurt by that readied weapon.&lt;br /&gt;
** Quick Learner&lt;br /&gt;
*** When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.&lt;br /&gt;
*HP: 14/14&lt;br /&gt;
*System Strain: X/X&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: X/X&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
*Strength: 9 (+/-0)&lt;br /&gt;
*Dexterity: 14 (+1)&lt;br /&gt;
*Constitution: 12 (+/-0)&lt;br /&gt;
*Intelligence: 11 (+/-0)&lt;br /&gt;
*Wisdom: 9 (+/-0)&lt;br /&gt;
*Charisma: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
*Movement:&lt;br /&gt;
*Armor: (List the actual armor + shield worn)&lt;br /&gt;
**AC: X&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Physical:&lt;br /&gt;
*Evasion:&lt;br /&gt;
*Mental:&lt;br /&gt;
*Luck:&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
==Skills== &lt;br /&gt;
*Administer: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Connect: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Convince: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Craft: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Exert: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Heal: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Know: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Lead: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Magic: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Notice: 2&lt;br /&gt;
**(1 from Alert, 2 from Advancements)&lt;br /&gt;
*Perform: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Pray: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Punch: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Ride: 1&lt;br /&gt;
** (1 from Background, 1 from Advancement)&lt;br /&gt;
*Sail: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Shoot: 2&lt;br /&gt;
**(1 from Deadeye, 2 from Advancement)&lt;br /&gt;
*Sneak: 2&lt;br /&gt;
**(1 from Background, 2 from Advancement)&lt;br /&gt;
*Stab: 1&lt;br /&gt;
**(1 from free skill, 1 from Advancement)&lt;br /&gt;
*Survive: 4&lt;br /&gt;
**(4 from Heroic Skill)&lt;br /&gt;
*Trade: NA&lt;br /&gt;
** (0 due to Polymath)&lt;br /&gt;
*Work- Porter: 1&lt;br /&gt;
**(1 from Background)&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*Alert&lt;br /&gt;
** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result&lt;br /&gt;
*Deadeye&lt;br /&gt;
**Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.&lt;br /&gt;
*Polymath&lt;br /&gt;
**Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely&lt;br /&gt;
==Spells &amp;amp; Arts==&lt;br /&gt;
*Spells Per Day: X/X&lt;br /&gt;
*Effort: X/X&lt;br /&gt;
*Known Arts:&lt;br /&gt;
*Prepared Spells:&lt;br /&gt;
*Spells Known:&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Readied Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
*Stowed Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=WWN_Sample_Character_Sheet&amp;diff=425671</id>
		<title>WWN Sample Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=WWN_Sample_Character_Sheet&amp;diff=425671"/>
		<updated>2022-08-16T00:24:01Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A sample character sheet developed for The Wyzard&#039;s WWN [[Caverns Without Number]] campaign.&lt;br /&gt;
=Character Name=&lt;br /&gt;
*Background: (This is a game mechanical term, details go under &amp;quot;Description.&amp;quot;)&lt;br /&gt;
*Appearance:&lt;br /&gt;
*Description:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Class:&lt;br /&gt;
**Class benefits go here&lt;br /&gt;
**Class benefits go here&lt;br /&gt;
**Class benefits go here&lt;br /&gt;
*HP: X/X&lt;br /&gt;
*System Strain: X/X&lt;br /&gt;
*Level:&lt;br /&gt;
*XP: X/X&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
*Strength: X (+/-X)&lt;br /&gt;
*Dexterity: X (+/-X)&lt;br /&gt;
*Constitution: X (+/-X)&lt;br /&gt;
*Intelligence: X (+/-X)&lt;br /&gt;
*Wisdom: X (+/-X)&lt;br /&gt;
*Charisma: X (+/-X)&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
*Movement:&lt;br /&gt;
*Armor: (List the actual armor + shield worn)&lt;br /&gt;
**AC: X&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Physical:&lt;br /&gt;
*Evasion:&lt;br /&gt;
*Mental:&lt;br /&gt;
*Luck:&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer&lt;br /&gt;
*Connect &lt;br /&gt;
*Convince&lt;br /&gt;
*Craft&lt;br /&gt;
*Exert&lt;br /&gt;
*Heal&lt;br /&gt;
*Know&lt;br /&gt;
*Lead&lt;br /&gt;
*Magic&lt;br /&gt;
*Notice&lt;br /&gt;
*Perform&lt;br /&gt;
*Pray&lt;br /&gt;
*Punch&lt;br /&gt;
*Ride&lt;br /&gt;
*Sail&lt;br /&gt;
*Shoot&lt;br /&gt;
*Sneak&lt;br /&gt;
*Stab&lt;br /&gt;
*Survive&lt;br /&gt;
*Trade&lt;br /&gt;
*Work- Porter&lt;br /&gt;
&lt;br /&gt;
==Foci==&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
==Spells &amp;amp; Arts==&lt;br /&gt;
*Spells Per Day: X/X&lt;br /&gt;
*Effort: X/X&lt;br /&gt;
*Known Arts:&lt;br /&gt;
*Prepared Spells:&lt;br /&gt;
*Spells Known:&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Readied Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
*Stowed Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425667</id>
		<title>Yacob Muleskinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yacob_Muleskinner&amp;diff=425667"/>
		<updated>2022-08-15T21:48:33Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: Created page with &amp;quot;This is a character developed for The Wyzard&amp;#039;s WWN Caverns Without Number campaign. =Cob Muleskinner= *Background: Labourer ** Free Skill *** Work ** Chargen dice (2d6, 1d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character developed for The Wyzard&#039;s WWN [[Caverns Without Number]] campaign.&lt;br /&gt;
=Cob Muleskinner=&lt;br /&gt;
*Background: Labourer&lt;br /&gt;
** Free Skill&lt;br /&gt;
*** Work&lt;br /&gt;
** Chargen dice (2d6, 1d8, https://orokos.com/roll/950846)&lt;br /&gt;
*** +1 Any Stat&lt;br /&gt;
*** Any Skill&lt;br /&gt;
*** Ride&lt;br /&gt;
*Appearance:&lt;br /&gt;
** Cob is shorter than most and seems to be made of little other than sinew.  He has sunken cheeks and his skin is more weather-worn from the elements than most of The City.  His clothing is bland, simple, and durable.&lt;br /&gt;
*Description:&lt;br /&gt;
** Iakob Muleskinner (or just &amp;quot;Cob&amp;quot;) grew up in a family of porter who would move cargo coming into and out of The City.  While still young, he was able to get an apprenticeship with a game warden who would lead hunts for the nobles outside of the city.  Recently, disaster fell a hunt and a cowardly noble abandoned Yok in the wilderness, taking the only surviving horse back to the City.  Cob is not happy.&lt;br /&gt;
*Goal:&lt;br /&gt;
**Exact revenge on the noble who abandoned him.&lt;br /&gt;
*Class: Heroic Expert&lt;br /&gt;
**Legendary Expertise&lt;br /&gt;
*** Once per scene, as an Instant Action, automatically succeed at any non-combat skill check of difficulty 12 or less.  If used in an opposed skill check, you may instead reroll the check and use the best of the two rolls.&lt;br /&gt;
**Heroic Skill - Survive&lt;br /&gt;
***Pick any non-combat, non-Magic skill; that skill is immediately set to Level-4 proficiency, regardless of your character level and the usual maximum allowed.  If you already have that skill at some level from some other source, you may exchange the existing score for an equal rating in any other non-combat, non-magic skill of your choice that you don&#039;t already have.&lt;br /&gt;
**Heroic Expert&#039;s Fray&lt;br /&gt;
***Once per turn, as an On Turn action, inflict 1d8 damage plus half your level, rounded down, to any one target within reach of any of your readied weapons, provided they have equal or fewer hit dice than you have levels.  This damage is not modified by any ability or bonus, and can effect any creature who could be hurt by that readied weapon.&lt;br /&gt;
** Quick Learner&lt;br /&gt;
*** When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.&lt;br /&gt;
*HP: 14/14&lt;br /&gt;
*System Strain: X/X&lt;br /&gt;
*Level: 3&lt;br /&gt;
*XP: X/X&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
*Strength: 9 (+/-0)&lt;br /&gt;
*Dexterity: 14 (+1)&lt;br /&gt;
*Constitution: 12 (+/-0)&lt;br /&gt;
*Intelligence: 11 (+/-0)&lt;br /&gt;
*Wisdom: 9 (+/-0)&lt;br /&gt;
*Charisma: 7 (-1)&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
*Movement:&lt;br /&gt;
*Armor: (List the actual armor + shield worn)&lt;br /&gt;
**AC: X&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Physical:&lt;br /&gt;
*Evasion:&lt;br /&gt;
*Mental:&lt;br /&gt;
*Luck:&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
==Skills== (8 skill points from advancements)&lt;br /&gt;
*Administer - 0&lt;br /&gt;
**(polymath)&lt;br /&gt;
*Connect - 0&lt;br /&gt;
**(polymath)&lt;br /&gt;
*Convince - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Craft - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Exert - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Heal - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Know - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Lead - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Magic - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Notice - 2&lt;br /&gt;
**(alert + 2 advancement)&lt;br /&gt;
*Perform - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Pray - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Punch - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Ride - 1&lt;br /&gt;
**(Background + 1 advancement)&lt;br /&gt;
*Sail - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Shoot - 2&lt;br /&gt;
**(Deadeye + 2 advancements)&lt;br /&gt;
*Sneak - 1&lt;br /&gt;
**(free skill from Polymath + 2 advancements)&lt;br /&gt;
*Stab - 0&lt;br /&gt;
**(Free skill + 1 advancement)&lt;br /&gt;
*Survive - 4 &lt;br /&gt;
**(heroic skill)&lt;br /&gt;
*Trade - 0&lt;br /&gt;
**(Polymath)&lt;br /&gt;
*Work - 0&lt;br /&gt;
**(Background)&lt;br /&gt;
==Foci==&lt;br /&gt;
*Alert&lt;br /&gt;
** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result&lt;br /&gt;
*Deadeye&lt;br /&gt;
**Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll.&lt;br /&gt;
*Polymath&lt;br /&gt;
**Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely&lt;br /&gt;
==Spells &amp;amp; Arts==&lt;br /&gt;
*Spells Per Day: X/X&lt;br /&gt;
*Effort: X/X&lt;br /&gt;
*Known Arts:&lt;br /&gt;
*Prepared Spells:&lt;br /&gt;
*Spells Known:&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Readied Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
*Stowed Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yok_Muleskinner&amp;diff=425668</id>
		<title>Yok Muleskinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yok_Muleskinner&amp;diff=425668"/>
		<updated>2022-08-15T20:36:12Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: Created page with &amp;quot;This is a character developed for The Wyzard&amp;#039;s WWN Caverns Without Number campaign. =Character Name= *Background: (This is a game mechanical term, details go under &amp;quot;Descri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character developed for The Wyzard&#039;s WWN [[Caverns Without Number]] campaign.&lt;br /&gt;
=Character Name=&lt;br /&gt;
*Background: (This is a game mechanical term, details go under &amp;quot;Description.&amp;quot;)&lt;br /&gt;
*Appearance:&lt;br /&gt;
*Description:&lt;br /&gt;
*Goal:&lt;br /&gt;
*Class:&lt;br /&gt;
**Class benefits go here&lt;br /&gt;
**Class benefits go here&lt;br /&gt;
**Class benefits go here&lt;br /&gt;
*HP: X/X&lt;br /&gt;
*System Strain: X/X&lt;br /&gt;
*Level:&lt;br /&gt;
*XP: X/X&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
*Strength: X (+/-X)&lt;br /&gt;
*Dexterity: X (+/-X)&lt;br /&gt;
*Constitution: X (+/-X)&lt;br /&gt;
*Intelligence: X (+/-X)&lt;br /&gt;
*Wisdom: X (+/-X)&lt;br /&gt;
*Charisma: X (+/-X)&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
*Movement:&lt;br /&gt;
*Armor: (List the actual armor + shield worn)&lt;br /&gt;
**AC: X&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Weapon:&lt;br /&gt;
**+X, XdX+X. Shock: Range:&lt;br /&gt;
*Physical:&lt;br /&gt;
*Evasion:&lt;br /&gt;
*Mental:&lt;br /&gt;
*Luck:&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
==Skills==&lt;br /&gt;
*Administer&lt;br /&gt;
*Connect&lt;br /&gt;
*Convince&lt;br /&gt;
*Craft&lt;br /&gt;
*Exert&lt;br /&gt;
*Heal&lt;br /&gt;
*Know&lt;br /&gt;
*Lead&lt;br /&gt;
*Magic&lt;br /&gt;
*Notice&lt;br /&gt;
*Perform&lt;br /&gt;
*Pray&lt;br /&gt;
*Punch&lt;br /&gt;
*Ride&lt;br /&gt;
*Sail&lt;br /&gt;
*Shoot&lt;br /&gt;
*Sneak&lt;br /&gt;
*Stab&lt;br /&gt;
*Survive&lt;br /&gt;
*Trade&lt;br /&gt;
*Work&lt;br /&gt;
==Foci==&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
*(Name)&lt;br /&gt;
**(Summary)&lt;br /&gt;
==Spells &amp;amp; Arts==&lt;br /&gt;
*Spells Per Day: X/X&lt;br /&gt;
*Effort: X/X&lt;br /&gt;
*Known Arts:&lt;br /&gt;
*Prepared Spells:&lt;br /&gt;
*Spells Known:&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
**Spell: Summary&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Readied Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
*Stowed Items:&lt;br /&gt;
**Total: X/X&lt;br /&gt;
&lt;br /&gt;
=Miscellanea=&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
==Assets==&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=372317</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=372317"/>
		<updated>2019-10-15T19:43:48Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Legacy_Embers_of_the_Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
[[File:Belus_II.png|600px|right]]&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Goodroam, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harm&#039;&#039;&#039;&lt;br /&gt;
** Cosmetic Wounds&lt;br /&gt;
** Angry&lt;br /&gt;
** Shell-shocked (-1 Steel)&lt;br /&gt;
** Bleeding (-1 Force)&lt;br /&gt;
** Dead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
** Role: Agent&lt;br /&gt;
*** Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition.&lt;br /&gt;
** Death Move&lt;br /&gt;
*** When you mark off your Dead box, plant your feet and make your last stand. No matter what, you’ll remain fighting until your allies are safe and the danger has passed. Only then do you die.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
*** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Tempest believes I would make a good bodyguard.&#039;&#039;&lt;br /&gt;
* &#039;&#039;Presumed Knowledge knows how my parents truly died.&#039;&#039; (IC does not know this yet)&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Belus_II.png&amp;diff=372316</id>
		<title>File:Belus II.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Belus_II.png&amp;diff=372316"/>
		<updated>2019-10-15T19:42:48Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tempest&amp;diff=372039</id>
		<title>Tempest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tempest&amp;diff=372039"/>
		<updated>2019-10-10T04:18:45Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Return to the [[Legacy_Embers_of_the_Past|Main Page]]?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Envoy=&lt;br /&gt;
&lt;br /&gt;
Looks: Masculine, Striking face, Arresting eyes, Angular body&lt;br /&gt;
&lt;br /&gt;
==STATS==&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Force:&#039;&#039;&#039; +1&lt;br /&gt;
    &#039;&#039;&#039;Lore:&#039;&#039;&#039; -1&lt;br /&gt;
    &#039;&#039;&#039;Steel:&#039;&#039;&#039; +1&lt;br /&gt;
    &#039;&#039;&#039;Sway:&#039;&#039;&#039; +1&lt;br /&gt;
&lt;br /&gt;
==HARM==&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;[ ]&#039;&#039;&#039; Cosmetic Wounds&lt;br /&gt;
    &#039;&#039;&#039;[ ]&#039;&#039;&#039; Angry&lt;br /&gt;
    &#039;&#039;&#039;[ ]&#039;&#039;&#039; Shell-Shocked (-1 Steel)&lt;br /&gt;
    &#039;&#039;&#039;[ ]&#039;&#039;&#039; Bleeding (-1 Lore)&lt;br /&gt;
    &#039;&#039;&#039;[ ]&#039;&#039;&#039; Dead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==MOVES==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Black Dossier&#039;&#039;&#039;&lt;br /&gt;
Like all successful politicians, you know how to exploit the weakness of others. When you use someone’s shameful or illicit secrets as leverage, one of the requirements they pick for Find Common Ground must be “you promise to keep the secret hidden”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Matter of Honour&#039;&#039;&#039;&lt;br /&gt;
When you win a duel (of swords, riddles, acrobatics, whatever), roll +Sway. On a hit the audience sees you as the correct, or at least most honourable, party; pick one. On a 10+, pick two.&lt;br /&gt;
&lt;br /&gt;
- Your opponent now views you with friendship or respect.&lt;br /&gt;
&lt;br /&gt;
- The audience rewards your display with valuable gifts.&lt;br /&gt;
&lt;br /&gt;
- Someone there offers you a job based on the skills you demonstrated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death:&#039;&#039;&#039;&lt;br /&gt;
Even when you mark your Dead box, you have one more deal to complete. Hand one companion a message or sigil to deliver, and say what the recipient will be obliged to do upon delivery.&lt;br /&gt;
&lt;br /&gt;
==GEAR==&lt;br /&gt;
&lt;br /&gt;
Add a tag to a vehicle when you Tool Up. If your family has no vehicles, gain one with land, air, water or void.&lt;br /&gt;
&lt;br /&gt;
==HISTORY==&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
&lt;br /&gt;
_ showed me their family’s secrets in confidence.&lt;br /&gt;
&lt;br /&gt;
Belus will make a good bodyguard.&lt;br /&gt;
&lt;br /&gt;
I suspect _ is stealing my secrets for their family.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;[X] Leader&#039;&#039;&#039; Mark when you promise your Family luxuries if they do what you say. You say how you’ve improved their lot already, GM says what they now expect from you.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will bring The People a new source of income.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=372038</id>
		<title>Regents of the New Herd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=372038"/>
		<updated>2019-10-10T04:02:37Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Regents of the New Herd are a family in the PbP Game, [[Legacy Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
[[File:Buffs.png|800px|center]]&lt;br /&gt;
==Deep History==&lt;br /&gt;
Once, there was a war between great nations, and was quite short. Then there was a war between small, remnant nations, and that was quite long.&lt;br /&gt;
&lt;br /&gt;
The Sunken Coast and the Coast of Cities burned quickly in the short war. Then the Makers and Shapers came from the North to rebuild and reclaim during the Long War. The Makers and Shapers were still greedy, though, and they grew nightmares to try and conquer the other Shaper States.&lt;br /&gt;
&lt;br /&gt;
In this dark place, the Wise came together to create the Cardi, and they left the cities of the east. In the west, they found a broken and dying land, but a land that still lived and could be healed. They thought long and listened hard to the land until they came to a plan. They guided the plant life to take a harmonious form, and they designed the sambison to be the holy animal that gave life to both man and earth.&lt;br /&gt;
&lt;br /&gt;
The sambison and the new grasses were designed to exist in symbiosis with one another, as the sambison produced perfect fertilizers for the grass. Their meat was nutritious, and their bones and hides were enhanced to be effective raw materials for production.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
===Treaties Taken===&lt;br /&gt;
The Gate and the Key (3)&lt;br /&gt;
* Trade&lt;br /&gt;
* Could destroy The G&amp;amp;K, but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* Trade&lt;br /&gt;
OLYMPUS (1)&lt;br /&gt;
* Trade &lt;br /&gt;
The People of the Lake (2)&lt;br /&gt;
* Trade&lt;br /&gt;
* RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
ARES&lt;br /&gt;
* Trade&lt;br /&gt;
The Cultured&lt;br /&gt;
* Trade&lt;br /&gt;
&lt;br /&gt;
===Treaties Given===&lt;br /&gt;
The Gate and the Key (2)&lt;br /&gt;
* Afraid of their Maker Tech, &lt;br /&gt;
* G&amp;amp;K Supply R with Resources&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* The Harmony Stampeder was the worst Criminal&lt;br /&gt;
OLYMPUS (0)&lt;br /&gt;
*   &lt;br /&gt;
The People of the Lake (1)&lt;br /&gt;
* Harmony Stampeder victimized the PotL&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Regents of the New Herd are the descendants of the Cardi, and they live a life engineered for balance. They are a literate society, grounding a highly ritualized social life on the scientific realities of caring for the sambison and other enhanced and mutated animals.&lt;br /&gt;
&lt;br /&gt;
Each clan, called a &amp;quot;braid&amp;quot;, has its own distinct pattern to their leather and fur jackets. Politically, each braid is ruled by a council of elders, and each braid sends three elders to the annual Drovemoot at the Tether Pole Temple.&lt;br /&gt;
&lt;br /&gt;
Stereotypically, they are a laid back people, with norms against being overly aggressive, overly emotional, and also emotionally distant. Accept what the world is, and work with your cousins to do what you can.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Threats==&lt;br /&gt;
Unfortunately, the Shapers made advanced into the Plains on occasion. One, known as Moldero, poisoned an entire river system, resulting in lifeless rivers flowing into the Thinbog, a strange and dark place where nothing can live save a host of deeply alien mosses and algae. The environment around the Thinbog is deeply mutated and ill.&lt;br /&gt;
&lt;br /&gt;
Another danger of the Grasses is the wrecks. The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Family Sheet=&lt;br /&gt;
==Stats==&lt;br /&gt;
* Reach 2&lt;br /&gt;
* Grasp -1&lt;br /&gt;
* Sleight -1&lt;br /&gt;
&lt;br /&gt;
==Doctrine==&lt;br /&gt;
* Nature’s Acolytes&lt;br /&gt;
** So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.&lt;br /&gt;
The Regents of the New Herd live off highly nutritious and safe food supplies. The more one consumes &amp;quot;ordained&amp;quot; food that is fully enmeshed in a given ecosystem, the more the life of that ecosystem accepts you. Of course, nature is still nature, hungry predators will look for prey, and so on, but the Regents are not viewed as unnatural to the new world.&lt;br /&gt;
&lt;br /&gt;
==Lifestyle==&lt;br /&gt;
* Nomadic&lt;br /&gt;
** The majority of the Regents eternally follow and tend the herds, though there are small, permanent and semi-permanent encampments as well as hidden caches&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
* Populace&lt;br /&gt;
** Highly organized and ritualistic society based around its own notions of natural harmony.&lt;br /&gt;
* Style&lt;br /&gt;
** Bucolic and Laconic&lt;br /&gt;
* Governance&lt;br /&gt;
** The Regents are a strict society that enforces many egalitarian norms. The herds are common property of specific clans (called &amp;quot;Braids&amp;quot;), as are other key resources such as medicine. Braids are governed by councils of elders.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* General: The East&lt;br /&gt;
** The East is a seemingless endless plain, full of high grass prairie, a grassland where the grasses reach up to 10 feet in height.&lt;br /&gt;
* Before&lt;br /&gt;
** The Tether Pole Temple: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
** The Tether Pole Temple is northeast of Terminus&lt;br /&gt;
* The Fall: Thinbog&lt;br /&gt;
** There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
** The Thinbog is southeast of Terminus&lt;br /&gt;
* Threat: the wrecks&lt;br /&gt;
** The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
** Wrecks has a wide habitat.&lt;br /&gt;
&lt;br /&gt;
==Resources (Needs &amp;amp; Surpluses)==&lt;br /&gt;
* &#039;&#039;&#039;Mood:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Data:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surpluses&#039;&#039;&#039;&lt;br /&gt;
** Barter Goods&lt;br /&gt;
*** &#039;&#039;&amp;quot;Do you need preserved meat?  Perhaps warm clothes or a blanket?  Resin made from sambison lymph?  Or perhaps a tool made of bone?&amp;quot;&#039;&#039;&lt;br /&gt;
** Land&lt;br /&gt;
*** &#039;&#039;&amp;quot;The sambison need more lands to graze.  The new tallgrass shall expand and bring harmony.&amp;quot;&#039;&#039;&lt;br /&gt;
** Progress&lt;br /&gt;
*** &#039;&#039;&amp;quot;We know our range, and the world we are building.  We negotiate with the life around us, and an agreement has been made.  Now we must simply survive long enough for the New Herd to come.&amp;quot;&#039;&#039;&lt;br /&gt;
* Needs&lt;br /&gt;
** Medicine&lt;br /&gt;
*** &#039;&#039;&amp;quot;Our nomadic life has many goods, but we recognize that you have advanced pharmaceuticals and a surgery facility.  Let&#039;s discuss pricing.&amp;quot;&lt;br /&gt;
** Crops&lt;br /&gt;
*** &#039;&#039;&amp;quot;The Plains are not complete.  We have a good life, but our diet is currently excessively based on sambison meat.  Would you like some meat for your grains?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
* Culture&lt;br /&gt;
** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:&lt;br /&gt;
*** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.&lt;br /&gt;
*** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.&lt;br /&gt;
*** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.&lt;br /&gt;
** At the start of each age you can skip the months of cultivation and go straight to the harvest.&lt;br /&gt;
* Evolutionary Leap&lt;br /&gt;
** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:&lt;br /&gt;
*** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.&lt;br /&gt;
*** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.&lt;br /&gt;
*** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.&lt;br /&gt;
** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Attack:&lt;br /&gt;
* Bison Goad (Melee, Unreliable)&lt;br /&gt;
&lt;br /&gt;
Defense:&lt;br /&gt;
* Forest-strider Grass-strider gear (camo, mobile).&lt;br /&gt;
&lt;br /&gt;
Travel:&lt;br /&gt;
* Pedigree animals (land, mount).&lt;br /&gt;
&lt;br /&gt;
=Characters affiliated with the Rehents of the New Herd=&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=372020</id>
		<title>Regents of the New Herd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=372020"/>
		<updated>2019-10-08T19:19:44Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Regents of the New Herd are a family in the PbP Game, [[Legacy Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
[[File:Buffs.png|800px|center]]&lt;br /&gt;
==Deep History==&lt;br /&gt;
Once, there was a war between great nations, and was quite short. Then there was a war between small, remnant nations, and that was quite long.&lt;br /&gt;
&lt;br /&gt;
The Sunken Coast and the Coast of Cities burned quickly in the short war. Then the Makers and Shapers came from the North to rebuild and reclaim during the Long War. The Makers and Shapers were still greedy, though, and they grew nightmares to try and conquer the other Shaper States.&lt;br /&gt;
&lt;br /&gt;
In this dark place, the Wise came together to create the Cardi, and they left the cities of the east. In the west, they found a broken and dying land, but a land that still lived and could be healed. They thought long and listened hard to the land until they came to a plan. They guided the plant life to take a harmonious form, and they designed the sambison to be the holy animal that gave life to both man and earth.&lt;br /&gt;
&lt;br /&gt;
The sambison and the new grasses were designed to exist in symbiosis with one another, as the sambison produced perfect fertilizers for the grass. Their meat was nutritious, and their bones and hides were enhanced to be effective raw materials for production.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
===Treaties Taken===&lt;br /&gt;
The Gate and the Key (3)&lt;br /&gt;
* Trade&lt;br /&gt;
* Could destroy The G&amp;amp;K, but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* Trade&lt;br /&gt;
OLYMPUS (1)&lt;br /&gt;
* Trade &lt;br /&gt;
The People of the Lake (2)&lt;br /&gt;
* Trade&lt;br /&gt;
* RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
ARES&lt;br /&gt;
* Trade&lt;br /&gt;
The Cultured&lt;br /&gt;
* Trade&lt;br /&gt;
&lt;br /&gt;
===Treaties Given===&lt;br /&gt;
The Gate and the Key (2)&lt;br /&gt;
* Afraid of their Maker Tech, &lt;br /&gt;
* G&amp;amp;K Supply R with Resources&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* The Harmony Stampeder was the worst Criminal&lt;br /&gt;
OLYMPUS (0)&lt;br /&gt;
*   &lt;br /&gt;
The People of the Lake (1)&lt;br /&gt;
* Harmony Stampeder victimized the PotL&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Regents of the New Herd are the descendants of the Cardi, and they live a life engineered for balance. They are a literate society, grounding a highly ritualized social life on the scientific realities of caring for the sambison and other enhanced and mutated animals.&lt;br /&gt;
&lt;br /&gt;
Each clan, called a &amp;quot;braid&amp;quot;, has its own distinct pattern to their leather and fur jackets. Politically, each braid is ruled by a council of elders, and each braid sends three elders to the annual Drovemoot at the Tether Pole Temple.&lt;br /&gt;
&lt;br /&gt;
Stereotypically, they are a laid back people, with norms against being overly aggressive, overly emotional, and also emotionally distant. Accept what the world is, and work with your cousins to do what you can.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Threats==&lt;br /&gt;
Unfortunately, the Shapers made advanced into the Plains on occasion. One, known as Moldero, poisoned an entire river system, resulting in lifeless rivers flowing into the Thinbog, a strange and dark place where nothing can live save a host of deeply alien mosses and algae. The environment around the Thinbog is deeply mutated and ill.&lt;br /&gt;
&lt;br /&gt;
Another danger of the Grasses is the wrecks. The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Family Sheet=&lt;br /&gt;
==Stats==&lt;br /&gt;
* Reach 2&lt;br /&gt;
* Grasp -1&lt;br /&gt;
* Sleight -1&lt;br /&gt;
&lt;br /&gt;
==Doctrine==&lt;br /&gt;
* Nature’s Acolytes&lt;br /&gt;
** So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.&lt;br /&gt;
The Regents of the New Herd live off highly nutritious and safe food supplies. The more one consumes &amp;quot;ordained&amp;quot; food that is fully enmeshed in a given ecosystem, the more the life of that ecosystem accepts you. Of course, nature is still nature, hungry predators will look for prey, and so on, but the Regents are not viewed as unnatural to the new world.&lt;br /&gt;
&lt;br /&gt;
==Lifestyle==&lt;br /&gt;
* Nomadic&lt;br /&gt;
** The majority of the Regents eternally follow and tend the herds, though there are small, permanent and semi-permanent encampments as well as hidden caches&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
* Populace&lt;br /&gt;
** Highly organized and ritualistic society based around its own notions of natural harmony.&lt;br /&gt;
* Style&lt;br /&gt;
** Bucolic and Laconic&lt;br /&gt;
* Governance&lt;br /&gt;
** The Regents are a strict society that enforces many egalitarian norms. The herds are common property of specific clans (called &amp;quot;Braids&amp;quot;), as are other key resources such as medicine. Braids are governed by councils of elders.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* General: The East&lt;br /&gt;
** The East is a seemingless endless plain, full of high grass prairie, a grassland where the grasses reach up to 10 feet in height.&lt;br /&gt;
* Before&lt;br /&gt;
** The Tether Pole Temple: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
** The Tether Pole Temple is northeast of Terminus&lt;br /&gt;
* The Fall: Thinbog&lt;br /&gt;
** There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
** The Thinbog is southeast of Terminus&lt;br /&gt;
* Threat: the wrecks&lt;br /&gt;
** The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
** Wrecks has a wide habitat.&lt;br /&gt;
&lt;br /&gt;
==Resources (Needs &amp;amp; Surpluses)==&lt;br /&gt;
* &#039;&#039;&#039;Mood:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Data:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surpluses&#039;&#039;&#039;&lt;br /&gt;
** Barter Goods&lt;br /&gt;
*** &#039;&#039;&amp;quot;Do you need preserved meat?  Perhaps warm clothes or a blanket?  Resin made from sambison lymph?  Or perhaps a tool made of bone?&amp;quot;&#039;&#039;&lt;br /&gt;
** Land&lt;br /&gt;
*** &#039;&#039;&amp;quot;The sambison need more lands to graze.  The new tallgrass shall expand and bring harmony.&amp;quot;&#039;&#039;&lt;br /&gt;
** Progress&lt;br /&gt;
*** &#039;&#039;&amp;quot;We know our range, and the world we are building.  We negotiate with the life around us, and an agreement has been made.  Now we must simply survive long enough for the New Herd to come.&amp;quot;&#039;&#039;&lt;br /&gt;
* Needs&lt;br /&gt;
** Medicine&lt;br /&gt;
*** &#039;&#039;&amp;quot;Our nomadic life has many goods, but we recognize that you have advanced pharmaceuticals and a surgery facility.  Let&#039;s discuss pricing.&amp;quot;&lt;br /&gt;
** Crops&lt;br /&gt;
*** &#039;&#039;&amp;quot;The Plains are not complete.  We have a good life, but our diet is currently excessively based on sambison meat.  Would you like some meat for your grains?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
* Culture&lt;br /&gt;
** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:&lt;br /&gt;
*** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.&lt;br /&gt;
*** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.&lt;br /&gt;
*** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.&lt;br /&gt;
** At the start of each age you can skip the months of cultivation and go straight to the harvest.&lt;br /&gt;
* Evolutionary Leap&lt;br /&gt;
** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:&lt;br /&gt;
*** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.&lt;br /&gt;
*** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.&lt;br /&gt;
*** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.&lt;br /&gt;
** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Defense:&lt;br /&gt;
* Forest-strider Grass-strider gear (camo, mobile).&lt;br /&gt;
&lt;br /&gt;
Travel:&lt;br /&gt;
* Pedigree animals (land, mount).&lt;br /&gt;
&lt;br /&gt;
Expertise:&lt;br /&gt;
* Ranchers (1 Quality, Wrangling Crops &amp;amp; Animals).&lt;br /&gt;
&lt;br /&gt;
=Characters affiliated with the Rehents of the New Herd=&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371989</id>
		<title>Jack Lollar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371989"/>
		<updated>2019-10-07T19:52:18Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jack_the_palace_burner.png|right]]&lt;br /&gt;
aka, &amp;quot;Jack the Palace Burner&amp;quot;&lt;br /&gt;
A Character in the Godbound game, [[Myth_ReCycle]].&lt;br /&gt;
== Stats ==&lt;br /&gt;
Level: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Effort: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Available Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Spent Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goal: Defend a newfound community.&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
* &amp;quot;I&#039;m from Delaware, I was an idiot and flunked out of UDel, and I worked the last few years at a coffee shop in Rehoboth Beach.&amp;quot;&lt;br /&gt;
* &amp;quot;I survived Olaf, the Category 5 hurricane that smacked the mid-Atlantic states in August of 2025. Lots of death, lots of destruction, and things broke down. Bad.&amp;quot;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;A guy killed by cousin for allegedly looting. I hit him with a shovel, and got arrested for assault with a deadly weapon.&amp;quot;&amp;lt;/strike&amp;gt; &lt;br /&gt;
** “I am Vengeance against those who would deny the desperate.” &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
[[File:Shovel.png|right]]&lt;br /&gt;
Strength 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 (+2) [Check: 7+] &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 10 (+0) [Check: 11+] &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Saving Throws ==&lt;br /&gt;
Hardiness 12+ &amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Info ==&lt;br /&gt;
HP: 13 &amp;lt;br&amp;gt;&lt;br /&gt;
AC: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Fray Die: 1d8 &amp;lt;br&amp;gt;&lt;br /&gt;
Attack: Shovel +3 [Damage 1d10+3] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Words &amp;amp; Gifts ==&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Intrinsic Health:&#039;&#039; Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Excellence of the Word:&#039;&#039; Raise Strength to 18.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection:&#039;&#039;&#039; The Word of Protection is a selfless Word, one devoted to the guardianship of others… Godbound of Protection have a natural Armor Class of 3. Once per scene, they can negate an injury or hostile effect on an ally as an Instant action, but they cannot use this power on their own behalf. They can use powers and miracles of Protection to aid praying mortal petitioners who contact them via the gifts of Apotheosis as if they were present at their follower&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Braced for Impact:&#039;&#039; Commit Effort for the scene. Refresh the Godbound&#039;s Word-bound ability to negate an ally&#039;s injury or harm from a hostile effect. This gift can be used only once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; The Word of Vengeance demands a reckoning for crimes. It is not justice, however, but simple revenge that this Word rules: a hurt for a hurt, a sin for a sin… Their normal attacks always hit against a target who has inflicted hit point damage on them within the past round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood for Blood:&#039;&#039; Once per scene, target a creature who has just inflicted hit point damage on you or an ally in the prior round. That creature automatically suffers the same amount of damage that they have inflicted on the specific victim within the past round. Worthy foes can make a Spirit save to halve it, rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Furious Counterstrike:&#039;&#039; Commit Effort for the scene. For the rest of the scene, whenever you are hit by a normal attack and suffer damage, you get an Instant normal attack in return at the culprit which inevitably hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sanctified Violence:&#039;&#039; Your weapon or unarmed attacks count as a 1d10 magical weapon with a range up to 200 feet. If you kill a target who first initiated violence against you in this scene, either with this gift or another power, lesser foes who see it or learn of it will be unable to consider the death as unlawful, unfair, or socially inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
* 1 rucksack with... &lt;br /&gt;
** 1 shiv&lt;br /&gt;
** 1 carton of cigarettes&lt;br /&gt;
** 1 lighter&lt;br /&gt;
** 1 Canteen (Emblem of Health)&lt;br /&gt;
* 1 Whistle (Emblem of Protection)&lt;br /&gt;
* 1 Shovel (Emblem of Vengeance)&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371925</id>
		<title>Jack Lollar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371925"/>
		<updated>2019-10-06T05:00:11Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jack_the_palace_burner.png|right]]&lt;br /&gt;
aka, &amp;quot;Jack the Palace Burner&amp;quot;&lt;br /&gt;
== Stats ==&lt;br /&gt;
Level: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Effort: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Available Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Spent Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goal: Defend a newfound community.&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
* &amp;quot;I&#039;m from Delaware, I was an idiot and flunked out of UDel, and I worked the last few years at a coffee shop in Rehoboth Beach.&amp;quot;&lt;br /&gt;
* &amp;quot;I survived Olaf, the Category 5 hurricane that smacked the mid-Atlantic states in August of 2025. Lots of death, lots of destruction, and things broke down. Bad.&amp;quot;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;A guy killed by cousin for allegedly looting. I hit him with a shovel, and got arrested for assault with a deadly weapon.&amp;quot;&amp;lt;/strike&amp;gt; &lt;br /&gt;
** “I am Vengeance against those who would deny the desperate.” &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
[[File:Shovel.png|right]]&lt;br /&gt;
Strength 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 (+2) [Check: 7+] &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 10 (+0) [Check: 11+] &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Saving Throws ==&lt;br /&gt;
Hardiness 12+ &amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Info ==&lt;br /&gt;
HP: 13 &amp;lt;br&amp;gt;&lt;br /&gt;
AC: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Fray Die: 1d8 &amp;lt;br&amp;gt;&lt;br /&gt;
Attack: Shovel +3 [Damage 1d10+3] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Words &amp;amp; Gifts ==&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Intrinsic Health:&#039;&#039; Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Excellence of the Word:&#039;&#039; Raise Strength to 18.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection:&#039;&#039;&#039; The Word of Protection is a selfless Word, one devoted to the guardianship of others… Godbound of Protection have a natural Armor Class of 3. Once per scene, they can negate an injury or hostile effect on an ally as an Instant action, but they cannot use this power on their own behalf. They can use powers and miracles of Protection to aid praying mortal petitioners who contact them via the gifts of Apotheosis as if they were present at their follower&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Braced for Impact:&#039;&#039; Commit Effort for the scene. Refresh the Godbound&#039;s Word-bound ability to negate an ally&#039;s injury or harm from a hostile effect. This gift can be used only once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; The Word of Vengeance demands a reckoning for crimes. It is not justice, however, but simple revenge that this Word rules: a hurt for a hurt, a sin for a sin… Their normal attacks always hit against a target who has inflicted hit point damage on them within the past round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood for Blood:&#039;&#039; Once per scene, target a creature who has just inflicted hit point damage on you or an ally in the prior round. That creature automatically suffers the same amount of damage that they have inflicted on the specific victim within the past round. Worthy foes can make a Spirit save to halve it, rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Furious Counterstrike:&#039;&#039; Commit Effort for the scene. For the rest of the scene, whenever you are hit by a normal attack and suffer damage, you get an Instant normal attack in return at the culprit which inevitably hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sanctified Violence:&#039;&#039; Your weapon or unarmed attacks count as a 1d10 magical weapon with a range up to 200 feet. If you kill a target who first initiated violence against you in this scene, either with this gift or another power, lesser foes who see it or learn of it will be unable to consider the death as unlawful, unfair, or socially inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
* 1 rucksack with... &lt;br /&gt;
** 1 shiv&lt;br /&gt;
** 1 carton of cigarettes&lt;br /&gt;
** 1 lighter&lt;br /&gt;
** 1 Canteen (Emblem of Health)&lt;br /&gt;
* 1 Whistle (Emblem of Protection)&lt;br /&gt;
* 1 Shovel (Emblem of Vengeance)&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371922</id>
		<title>Jack Lollar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371922"/>
		<updated>2019-10-06T04:57:09Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Jack_the_palace_burner.png|right]]&lt;br /&gt;
aka, &amp;quot;Jack the Palace Burner&amp;quot;&lt;br /&gt;
== Stats ==&lt;br /&gt;
Level: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Effort: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Available Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Spent Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goal: ?&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
* &amp;quot;I&#039;m from Delaware, I was an idiot and flunked out of UDel, and I worked the last few years at a coffee shop in Rehoboth Beach.&amp;quot;&lt;br /&gt;
* &amp;quot;I survived Olaf, the Category 5 hurricane that smacked the mid-Atlantic states in August of 2025. Lots of death, lots of destruction, and things broke down. Bad.&amp;quot;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;A guy killed by cousin for allegedly looting. I hit him with a shovel, and got arrested for assault with a deadly weapon.&amp;quot;&amp;lt;/strike&amp;gt; &lt;br /&gt;
** “I am Vengeance against those who would deny the desperate.” &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
[[File:Shovel.png|right]]&lt;br /&gt;
Strength 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 (+2) [Check: 7+] &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 10 (+0) [Check: 11+] &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Saving Throws ==&lt;br /&gt;
Hardiness 12+ &amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Info ==&lt;br /&gt;
HP: 13 &amp;lt;br&amp;gt;&lt;br /&gt;
AC: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Fray Die: 1d8 &amp;lt;br&amp;gt;&lt;br /&gt;
Attack: Shovel +3 [Damage 1d10+3] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Words &amp;amp; Gifts ==&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Intrinsic Health:&#039;&#039; Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Excellence of the Word:&#039;&#039; Raise Strength to 18.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection:&#039;&#039;&#039; The Word of Protection is a selfless Word, one devoted to the guardianship of others… Godbound of Protection have a natural Armor Class of 3. Once per scene, they can negate an injury or hostile effect on an ally as an Instant action, but they cannot use this power on their own behalf. They can use powers and miracles of Protection to aid praying mortal petitioners who contact them via the gifts of Apotheosis as if they were present at their follower&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Braced for Impact:&#039;&#039; Commit Effort for the scene. Refresh the Godbound&#039;s Word-bound ability to negate an ally&#039;s injury or harm from a hostile effect. This gift can be used only once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; The Word of Vengeance demands a reckoning for crimes. It is not justice, however, but simple revenge that this Word rules: a hurt for a hurt, a sin for a sin… Their normal attacks always hit against a target who has inflicted hit point damage on them within the past round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood for Blood:&#039;&#039; Once per scene, target a creature who has just inflicted hit point damage on you or an ally in the prior round. That creature automatically suffers the same amount of damage that they have inflicted on the specific victim within the past round. Worthy foes can make a Spirit save to halve it, rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Furious Counterstrike:&#039;&#039; Commit Effort for the scene. For the rest of the scene, whenever you are hit by a normal attack and suffer damage, you get an Instant normal attack in return at the culprit which inevitably hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sanctified Violence:&#039;&#039; Your weapon or unarmed attacks count as a 1d10 magical weapon with a range up to 200 feet. If you kill a target who first initiated violence against you in this scene, either with this gift or another power, lesser foes who see it or learn of it will be unable to consider the death as unlawful, unfair, or socially inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
* 1 rucksack with... &lt;br /&gt;
** 1 shiv&lt;br /&gt;
** 1 carton of cigarettes&lt;br /&gt;
** 1 lighter&lt;br /&gt;
** 1 Canteen (Emblem of Health)&lt;br /&gt;
* 1 Whistle (Emblem of Protection)&lt;br /&gt;
* 1 Shovel (Emblem of Vengeance)&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Shovel.png&amp;diff=371921</id>
		<title>File:Shovel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Shovel.png&amp;diff=371921"/>
		<updated>2019-10-06T04:56:04Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Jack_the_palace_burner.png&amp;diff=371920</id>
		<title>File:Jack the palace burner.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Jack_the_palace_burner.png&amp;diff=371920"/>
		<updated>2019-10-06T04:53:26Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371919</id>
		<title>Jack Lollar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371919"/>
		<updated>2019-10-06T04:50:03Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;aka, &amp;quot;Jack the Palace Burner&amp;quot;&lt;br /&gt;
== Stats ==&lt;br /&gt;
Level: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Effort: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Available Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Spent Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goal: ?&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
* &amp;quot;I&#039;m from Delaware, I was an idiot and flunked out of UDel, and I worked the last few years at a coffee shop in Rehoboth Beach.&amp;quot;&lt;br /&gt;
* &amp;quot;I survived Olaf, the Category 5 hurricane that smacked the mid-Atlantic states in August of 2025. Lots of death, lots of destruction, and things broke down. Bad.&amp;quot;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;A guy killed by cousin for allegedly looting. I hit him with a shovel, and got arrested for assault with a deadly weapon.&amp;quot;&amp;lt;/strike&amp;gt; &lt;br /&gt;
** “I am Vengeance against those who would deny the desperate.” &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Strength 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 (+2) [Check: 7+] &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 10 (+0) [Check: 11+] &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Saving Throws ==&lt;br /&gt;
Hardiness 12+ &amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Info ==&lt;br /&gt;
HP: 13 &amp;lt;br&amp;gt;&lt;br /&gt;
AC: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Fray Die: 1d8 &amp;lt;br&amp;gt;&lt;br /&gt;
Attack: Shovel +3 [Damage 1d10+3] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Words &amp;amp; Gifts ==&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Intrinsic Health:&#039;&#039; Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Excellence of the Word:&#039;&#039; Raise Strength to 18.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection:&#039;&#039;&#039; The Word of Protection is a selfless Word, one devoted to the guardianship of others… Godbound of Protection have a natural Armor Class of 3. Once per scene, they can negate an injury or hostile effect on an ally as an Instant action, but they cannot use this power on their own behalf. They can use powers and miracles of Protection to aid praying mortal petitioners who contact them via the gifts of Apotheosis as if they were present at their follower&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Braced for Impact:&#039;&#039; Commit Effort for the scene. Refresh the Godbound&#039;s Word-bound ability to negate an ally&#039;s injury or harm from a hostile effect. This gift can be used only once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; The Word of Vengeance demands a reckoning for crimes. It is not justice, however, but simple revenge that this Word rules: a hurt for a hurt, a sin for a sin… Their normal attacks always hit against a target who has inflicted hit point damage on them within the past round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood for Blood:&#039;&#039; Once per scene, target a creature who has just inflicted hit point damage on you or an ally in the prior round. That creature automatically suffers the same amount of damage that they have inflicted on the specific victim within the past round. Worthy foes can make a Spirit save to halve it, rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Furious Counterstrike:&#039;&#039; Commit Effort for the scene. For the rest of the scene, whenever you are hit by a normal attack and suffer damage, you get an Instant normal attack in return at the culprit which inevitably hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sanctified Violence:&#039;&#039; Your weapon or unarmed attacks count as a 1d10 magical weapon with a range up to 200 feet. If you kill a target who first initiated violence against you in this scene, either with this gift or another power, lesser foes who see it or learn of it will be unable to consider the death as unlawful, unfair, or socially inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
* 1 rucksack with... &lt;br /&gt;
** 1 shiv&lt;br /&gt;
** 1 carton of cigarettes&lt;br /&gt;
** 1 lighter&lt;br /&gt;
** 1 Canteen (Emblem of Health)&lt;br /&gt;
* 1 Whistle (Emblem of Protection)&lt;br /&gt;
* 1 Shovel (Emblem of Vengeance)&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371918</id>
		<title>Jack Lollar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371918"/>
		<updated>2019-10-06T04:48:53Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stats ==&lt;br /&gt;
Level: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Effort: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Available Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Spent Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goal: ?&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
* &amp;quot;I&#039;m from Delaware, I was an idiot and flunked out of UDel, and I worked the last few years at a coffee shop in Rehoboth Beach.&amp;quot;&lt;br /&gt;
* &amp;quot;I survived Olaf, the Category 5 hurricane that smacked the mid-Atlantic states in August of 2025. Lots of death, lots of destruction, and things broke down. Bad.&amp;quot;&lt;br /&gt;
* &amp;lt;strike&amp;gt;&amp;quot;A guy killed by cousin for allegedly looting. I hit him with a shovel, and got arrested for assault with a deadly weapon.&amp;quot;&amp;lt;/strike&amp;gt; &lt;br /&gt;
** “I am Vengeance against those who would deny the desperate.” &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Strength 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 (+2) [Check: 7+] &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 10 (+0) [Check: 11+] &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Saving Throws ==&lt;br /&gt;
Hardiness 12+ &amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Info ==&lt;br /&gt;
HP: 13 &amp;lt;br&amp;gt;&lt;br /&gt;
AC: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Fray Die: 1d8 &amp;lt;br&amp;gt;&lt;br /&gt;
Attack: Shovel +3 [Damage 1d10+3] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Words &amp;amp; Gifts ==&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Intrinsic Health:&#039;&#039; Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Excellence of the Word:&#039;&#039; Raise Strength to 18.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection:&#039;&#039;&#039; The Word of Protection is a selfless Word, one devoted to the guardianship of others… Godbound of Protection have a natural Armor Class of 3. Once per scene, they can negate an injury or hostile effect on an ally as an Instant action, but they cannot use this power on their own behalf. They can use powers and miracles of Protection to aid praying mortal petitioners who contact them via the gifts of Apotheosis as if they were present at their follower&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Braced for Impact:&#039;&#039; Commit Effort for the scene. Refresh the Godbound&#039;s Word-bound ability to negate an ally&#039;s injury or harm from a hostile effect. This gift can be used only once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; The Word of Vengeance demands a reckoning for crimes. It is not justice, however, but simple revenge that this Word rules: a hurt for a hurt, a sin for a sin… Their normal attacks always hit against a target who has inflicted hit point damage on them within the past round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood for Blood:&#039;&#039; Once per scene, target a creature who has just inflicted hit point damage on you or an ally in the prior round. That creature automatically suffers the same amount of damage that they have inflicted on the specific victim within the past round. Worthy foes can make a Spirit save to halve it, rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Furious Counterstrike:&#039;&#039; Commit Effort for the scene. For the rest of the scene, whenever you are hit by a normal attack and suffer damage, you get an Instant normal attack in return at the culprit which inevitably hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sanctified Violence:&#039;&#039; Your weapon or unarmed attacks count as a 1d10 magical weapon with a range up to 200 feet. If you kill a target who first initiated violence against you in this scene, either with this gift or another power, lesser foes who see it or learn of it will be unable to consider the death as unlawful, unfair, or socially inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
* 1 rucksack with... &lt;br /&gt;
** 1 shiv&lt;br /&gt;
** 1 carton of cigarettes&lt;br /&gt;
** 1 lighter&lt;br /&gt;
** 1 Canteen (Emblem of Health)&lt;br /&gt;
* 1 Whistle (Emblem of Protection)&lt;br /&gt;
* 1 Shovel (Emblem of Vengeance)&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371917</id>
		<title>Jack Lollar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jack_Lollar&amp;diff=371917"/>
		<updated>2019-10-06T04:48:20Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: Created page with &amp;quot; == Stats == Level: 1 &amp;lt;br&amp;gt; Effort: 2 &amp;lt;br&amp;gt; XP: 0 &amp;lt;br&amp;gt; Influence: 2 &amp;lt;br&amp;gt; Available Dominion: 0 &amp;lt;br&amp;gt; Spent Dominion: 0 &amp;lt;br&amp;gt; Wealth: 0 &amp;lt;br&amp;gt;  Goal: ?  == Facts == &amp;quot;I&amp;#039;m from Delawar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stats ==&lt;br /&gt;
Level: 1 &amp;lt;br&amp;gt;&lt;br /&gt;
Effort: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Available Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Spent Dominion: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
Wealth: 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goal: ?&lt;br /&gt;
&lt;br /&gt;
== Facts ==&lt;br /&gt;
&amp;quot;I&#039;m from Delaware, I was an idiot and flunked out of UDel, and I worked the last few years at a coffee shop in Rehoboth Beach.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;I survived Olaf, the Category 5 hurricane that smacked the mid-Atlantic states in August of 2025. Lots of death, lots of destruction, and things broke down. Bad.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;strike&amp;gt;&amp;quot;A guy killed by cousin for allegedly looting. I hit him with a shovel, and got arrested for assault with a deadly weapon.&amp;quot;&amp;lt;/strike&amp;gt; “I am Vengeance against those who would deny the desperate.” &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Strength 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity 14 (+2) [Check: 7+] &amp;lt;br&amp;gt;&lt;br /&gt;
Constitution 18 (+3) [Check: 3+] &amp;lt;br&amp;gt;&lt;br /&gt;
Intelligence 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom 10 (+0) [Check: 11+] &amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 13 (+1) [Check: 8+] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Saving Throws ==&lt;br /&gt;
Hardiness 12+ &amp;lt;br&amp;gt;&lt;br /&gt;
Evasion 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
Spirit 14+ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Info ==&lt;br /&gt;
HP: 13 &amp;lt;br&amp;gt;&lt;br /&gt;
AC: 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Fray Die: 1d8 &amp;lt;br&amp;gt;&lt;br /&gt;
Attack: Shovel +3 [Damage 1d10+3] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Words &amp;amp; Gifts ==&lt;br /&gt;
&#039;&#039;&#039;Health:&#039;&#039;&#039; Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Intrinsic Health:&#039;&#039; Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Excellence of the Word:&#039;&#039; Raise Strength to 18.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection:&#039;&#039;&#039; The Word of Protection is a selfless Word, one devoted to the guardianship of others… Godbound of Protection have a natural Armor Class of 3. Once per scene, they can negate an injury or hostile effect on an ally as an Instant action, but they cannot use this power on their own behalf. They can use powers and miracles of Protection to aid praying mortal petitioners who contact them via the gifts of Apotheosis as if they were present at their follower&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Braced for Impact:&#039;&#039; Commit Effort for the scene. Refresh the Godbound&#039;s Word-bound ability to negate an ally&#039;s injury or harm from a hostile effect. This gift can be used only once per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; The Word of Vengeance demands a reckoning for crimes. It is not justice, however, but simple revenge that this Word rules: a hurt for a hurt, a sin for a sin… Their normal attacks always hit against a target who has inflicted hit point damage on them within the past round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood for Blood:&#039;&#039; Once per scene, target a creature who has just inflicted hit point damage on you or an ally in the prior round. That creature automatically suffers the same amount of damage that they have inflicted on the specific victim within the past round. Worthy foes can make a Spirit save to halve it, rounded up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Furious Counterstrike:&#039;&#039; Commit Effort for the scene. For the rest of the scene, whenever you are hit by a normal attack and suffer damage, you get an Instant normal attack in return at the culprit which inevitably hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sanctified Violence:&#039;&#039; Your weapon or unarmed attacks count as a 1d10 magical weapon with a range up to 200 feet. If you kill a target who first initiated violence against you in this scene, either with this gift or another power, lesser foes who see it or learn of it will be unable to consider the death as unlawful, unfair, or socially inappropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
* 1 rucksack with... &lt;br /&gt;
** 1 shiv&lt;br /&gt;
** 1 carton of cigarettes&lt;br /&gt;
** 1 lighter&lt;br /&gt;
** 1 Canteen (Emblem of Health)&lt;br /&gt;
* 1 Whistle (Emblem of Protection)&lt;br /&gt;
* 1 Shovel (Emblem of Vengeance)&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371807</id>
		<title>Regents of the New Herd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371807"/>
		<updated>2019-10-03T04:27:15Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Treaties Given */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Regents of the New Herd are a family in the PbP Game, [[Legacy Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
[[File:Buffs.png|800px|center]]&lt;br /&gt;
==Deep History==&lt;br /&gt;
Once, there was a war between great nations, and was quite short. Then there was a war between small, remnant nations, and that was quite long.&lt;br /&gt;
&lt;br /&gt;
The Sunken Coast and the Coast of Cities burned quickly in the short war. Then the Makers and Shapers came from the North to rebuild and reclaim during the Long War. The Makers and Shapers were still greedy, though, and they grew nightmares to try and conquer the other Shaper States.&lt;br /&gt;
&lt;br /&gt;
In this dark place, the Wise came together to create the Cardi, and they left the cities of the east. In the west, they found a broken and dying land, but a land that still lived and could be healed. They thought long and listened hard to the land until they came to a plan. They guided the plant life to take a harmonious form, and they designed the sambison to be the holy animal that gave life to both man and earth.&lt;br /&gt;
&lt;br /&gt;
The sambison and the new grasses were designed to exist in symbiosis with one another, as the sambison produced perfect fertilizers for the grass. Their meat was nutritious, and their bones and hides were enhanced to be effective raw materials for production.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
===Treaties Taken===&lt;br /&gt;
The Gate and the Key (3)&lt;br /&gt;
* Trade&lt;br /&gt;
* Could destroy The G&amp;amp;K, but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* Trade&lt;br /&gt;
OLYMPUS (1)&lt;br /&gt;
* Trade &lt;br /&gt;
The People of the Lake (2)&lt;br /&gt;
* Trade&lt;br /&gt;
* RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
ARES&lt;br /&gt;
* Trade&lt;br /&gt;
The Cultured&lt;br /&gt;
* Trade&lt;br /&gt;
&lt;br /&gt;
===Treaties Given===&lt;br /&gt;
The Gate and the Key (2)&lt;br /&gt;
* Afraid of their Maker Tech, &lt;br /&gt;
* G&amp;amp;K Supply R with Resources&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* The Harmony Stampeder was the worst Criminal&lt;br /&gt;
OLYMPUS (0)&lt;br /&gt;
*   &lt;br /&gt;
The People of the Lake (1)&lt;br /&gt;
* Harmony Stampeder victimized the PotL&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Regents of the New Herd are the descendants of the Cardi, and they live a life engineered for balance. They are a literate society, grounding a highly ritualized social life on the scientific realities of caring for the sambison and other enhanced and mutated animals.&lt;br /&gt;
&lt;br /&gt;
Each clan, called a &amp;quot;braid&amp;quot;, has its own distinct pattern to their leather and fur jackets. Politically, each braid is ruled by a council of elders, and each braid sends three elders to the annual Drovemoot at the Tether Pole Temple.&lt;br /&gt;
&lt;br /&gt;
Stereotypically, they are a laid back people, with norms against being overly aggressive, overly emotional, and also emotionally distant. Accept what the world is, and work with your cousins to do what you can.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Threats==&lt;br /&gt;
Unfortunately, the Shapers made advanced into the Plains on occasion. One, known as Moldero, poisoned an entire river system, resulting in lifeless rivers flowing into the Thinbog, a strange and dark place where nothing can live save a host of deeply alien mosses and algae. The environment around the Thinbog is deeply mutated and ill.&lt;br /&gt;
&lt;br /&gt;
Another danger of the Grasses is the wrecks. The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Family Sheet=&lt;br /&gt;
==Stats==&lt;br /&gt;
* Reach 2&lt;br /&gt;
* Grasp -1&lt;br /&gt;
* Sleight -1&lt;br /&gt;
&lt;br /&gt;
==Doctrine==&lt;br /&gt;
* Nature’s Acolytes&lt;br /&gt;
** So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.&lt;br /&gt;
The Regents of the New Herd live off highly nutritious and safe food supplies. The more one consumes &amp;quot;ordained&amp;quot; food that is fully enmeshed in a given ecosystem, the more the life of that ecosystem accepts you. Of course, nature is still nature, hungry predators will look for prey, and so on, but the Regents are not viewed as unnatural to the new world.&lt;br /&gt;
&lt;br /&gt;
==Lifestyle==&lt;br /&gt;
* Nomadic&lt;br /&gt;
** The majority of the Regents eternally follow and tend the herds, though there are small, permanent and semi-permanent encampments as well as hidden caches&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
* Populace&lt;br /&gt;
** Highly organized and ritualistic society based around its own notions of natural harmony.&lt;br /&gt;
* Style&lt;br /&gt;
** Bucolic and Laconic&lt;br /&gt;
* Governance&lt;br /&gt;
** The Regents are a strict society that enforces many egalitarian norms. The herds are common property of specific clans (called &amp;quot;Braids&amp;quot;), as are other key resources such as medicine. Braids are governed by councils of elders.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* General: The East&lt;br /&gt;
** The East is a seemingless endless plain, full of high grass prairie, a grassland where the grasses reach up to 10 feet in height.&lt;br /&gt;
* Before&lt;br /&gt;
** The Tether Pole Temple: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
** The Tether Pole Temple is northeast of Terminus&lt;br /&gt;
* The Fall: Thinbog&lt;br /&gt;
** There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
** The Thinbog is southeast of Terminus&lt;br /&gt;
* Threat: the wrecks&lt;br /&gt;
** The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
** Wrecks has a wide habitat.&lt;br /&gt;
&lt;br /&gt;
==Resources (Needs &amp;amp; Surpluses)==&lt;br /&gt;
* &#039;&#039;&#039;Mood:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Data:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surpluses&#039;&#039;&#039;&lt;br /&gt;
** Barter Goods&lt;br /&gt;
*** &#039;&#039;&amp;quot;Do you need preserved meat?  Perhaps warm clothes or a blanket?  Resin made from sambison lymph?  Or perhaps a tool made of bone?&amp;quot;&#039;&#039;&lt;br /&gt;
** Land&lt;br /&gt;
*** &#039;&#039;&amp;quot;The sambison need more lands to graze.  The new tallgrass shall expand and bring harmony.&amp;quot;&#039;&#039;&lt;br /&gt;
** Progress&lt;br /&gt;
*** &#039;&#039;&amp;quot;We know our range, and the world we are building.  We negotiate with the life around us, and an agreement has been made.  Now we must simply survive long enough for the New Herd to come.&amp;quot;&#039;&#039;&lt;br /&gt;
* Needs&lt;br /&gt;
** Medicine&lt;br /&gt;
*** &#039;&#039;&amp;quot;Our nomadic life has many goods, but we recognize that you have advanced pharmaceuticals and a surgery facility.  Let&#039;s discuss pricing.&amp;quot;&lt;br /&gt;
** Crops&lt;br /&gt;
*** &#039;&#039;&amp;quot;The Plains are not complete.  We have a good life, but our diet is currently excessively based on sambison meat.  Would you like some meat for your grains?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
* Culture&lt;br /&gt;
** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:&lt;br /&gt;
*** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.&lt;br /&gt;
*** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.&lt;br /&gt;
*** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.&lt;br /&gt;
** At the start of each age you can skip the months of cultivation and go straight to the harvest.&lt;br /&gt;
* Evolutionary Leap&lt;br /&gt;
** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:&lt;br /&gt;
*** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.&lt;br /&gt;
*** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.&lt;br /&gt;
*** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.&lt;br /&gt;
** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Defense:&lt;br /&gt;
* Forest-strider Grass-strider gear (camo, mobile).&lt;br /&gt;
&lt;br /&gt;
Travel:&lt;br /&gt;
* Pedigree animals (land, mount).&lt;br /&gt;
&lt;br /&gt;
Expertise:&lt;br /&gt;
** Rangers (1 Quality, Living off the land).&lt;br /&gt;
&lt;br /&gt;
=Characters affiliated with the Rehents of the New Herd=&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371806</id>
		<title>Regents of the New Herd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371806"/>
		<updated>2019-10-03T04:26:41Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Recent History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Regents of the New Herd are a family in the PbP Game, [[Legacy Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
[[File:Buffs.png|800px|center]]&lt;br /&gt;
==Deep History==&lt;br /&gt;
Once, there was a war between great nations, and was quite short. Then there was a war between small, remnant nations, and that was quite long.&lt;br /&gt;
&lt;br /&gt;
The Sunken Coast and the Coast of Cities burned quickly in the short war. Then the Makers and Shapers came from the North to rebuild and reclaim during the Long War. The Makers and Shapers were still greedy, though, and they grew nightmares to try and conquer the other Shaper States.&lt;br /&gt;
&lt;br /&gt;
In this dark place, the Wise came together to create the Cardi, and they left the cities of the east. In the west, they found a broken and dying land, but a land that still lived and could be healed. They thought long and listened hard to the land until they came to a plan. They guided the plant life to take a harmonious form, and they designed the sambison to be the holy animal that gave life to both man and earth.&lt;br /&gt;
&lt;br /&gt;
The sambison and the new grasses were designed to exist in symbiosis with one another, as the sambison produced perfect fertilizers for the grass. Their meat was nutritious, and their bones and hides were enhanced to be effective raw materials for production.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
===Treaties Taken===&lt;br /&gt;
The Gate and the Key (3)&lt;br /&gt;
* Trade&lt;br /&gt;
* Could destroy The G&amp;amp;K, but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* Trade&lt;br /&gt;
OLYMPUS (1)&lt;br /&gt;
* Trade &lt;br /&gt;
The People of the Lake (2)&lt;br /&gt;
* Trade&lt;br /&gt;
* RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
ARES&lt;br /&gt;
* Trade&lt;br /&gt;
The Cultured&lt;br /&gt;
* Trade&lt;br /&gt;
&lt;br /&gt;
===Treaties Given===&lt;br /&gt;
The Gate and the Key (2)&lt;br /&gt;
* Afraid of their Maker Tech, &lt;br /&gt;
* G&amp;amp;K Supply R with Resources&lt;br /&gt;
The Keepers of the Way (1)&lt;br /&gt;
* The Harmony Stampeder was the worst Criminal&lt;br /&gt;
OLYMPUS (0)&lt;br /&gt;
The People of the Lake (1)&lt;br /&gt;
* Harmony Stampeder victimized the PotL&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Regents of the New Herd are the descendants of the Cardi, and they live a life engineered for balance. They are a literate society, grounding a highly ritualized social life on the scientific realities of caring for the sambison and other enhanced and mutated animals.&lt;br /&gt;
&lt;br /&gt;
Each clan, called a &amp;quot;braid&amp;quot;, has its own distinct pattern to their leather and fur jackets. Politically, each braid is ruled by a council of elders, and each braid sends three elders to the annual Drovemoot at the Tether Pole Temple.&lt;br /&gt;
&lt;br /&gt;
Stereotypically, they are a laid back people, with norms against being overly aggressive, overly emotional, and also emotionally distant. Accept what the world is, and work with your cousins to do what you can.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Threats==&lt;br /&gt;
Unfortunately, the Shapers made advanced into the Plains on occasion. One, known as Moldero, poisoned an entire river system, resulting in lifeless rivers flowing into the Thinbog, a strange and dark place where nothing can live save a host of deeply alien mosses and algae. The environment around the Thinbog is deeply mutated and ill.&lt;br /&gt;
&lt;br /&gt;
Another danger of the Grasses is the wrecks. The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Family Sheet=&lt;br /&gt;
==Stats==&lt;br /&gt;
* Reach 2&lt;br /&gt;
* Grasp -1&lt;br /&gt;
* Sleight -1&lt;br /&gt;
&lt;br /&gt;
==Doctrine==&lt;br /&gt;
* Nature’s Acolytes&lt;br /&gt;
** So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.&lt;br /&gt;
The Regents of the New Herd live off highly nutritious and safe food supplies. The more one consumes &amp;quot;ordained&amp;quot; food that is fully enmeshed in a given ecosystem, the more the life of that ecosystem accepts you. Of course, nature is still nature, hungry predators will look for prey, and so on, but the Regents are not viewed as unnatural to the new world.&lt;br /&gt;
&lt;br /&gt;
==Lifestyle==&lt;br /&gt;
* Nomadic&lt;br /&gt;
** The majority of the Regents eternally follow and tend the herds, though there are small, permanent and semi-permanent encampments as well as hidden caches&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
* Populace&lt;br /&gt;
** Highly organized and ritualistic society based around its own notions of natural harmony.&lt;br /&gt;
* Style&lt;br /&gt;
** Bucolic and Laconic&lt;br /&gt;
* Governance&lt;br /&gt;
** The Regents are a strict society that enforces many egalitarian norms. The herds are common property of specific clans (called &amp;quot;Braids&amp;quot;), as are other key resources such as medicine. Braids are governed by councils of elders.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* General: The East&lt;br /&gt;
** The East is a seemingless endless plain, full of high grass prairie, a grassland where the grasses reach up to 10 feet in height.&lt;br /&gt;
* Before&lt;br /&gt;
** The Tether Pole Temple: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
** The Tether Pole Temple is northeast of Terminus&lt;br /&gt;
* The Fall: Thinbog&lt;br /&gt;
** There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
** The Thinbog is southeast of Terminus&lt;br /&gt;
* Threat: the wrecks&lt;br /&gt;
** The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
** Wrecks has a wide habitat.&lt;br /&gt;
&lt;br /&gt;
==Resources (Needs &amp;amp; Surpluses)==&lt;br /&gt;
* &#039;&#039;&#039;Mood:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Data:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surpluses&#039;&#039;&#039;&lt;br /&gt;
** Barter Goods&lt;br /&gt;
*** &#039;&#039;&amp;quot;Do you need preserved meat?  Perhaps warm clothes or a blanket?  Resin made from sambison lymph?  Or perhaps a tool made of bone?&amp;quot;&#039;&#039;&lt;br /&gt;
** Land&lt;br /&gt;
*** &#039;&#039;&amp;quot;The sambison need more lands to graze.  The new tallgrass shall expand and bring harmony.&amp;quot;&#039;&#039;&lt;br /&gt;
** Progress&lt;br /&gt;
*** &#039;&#039;&amp;quot;We know our range, and the world we are building.  We negotiate with the life around us, and an agreement has been made.  Now we must simply survive long enough for the New Herd to come.&amp;quot;&#039;&#039;&lt;br /&gt;
* Needs&lt;br /&gt;
** Medicine&lt;br /&gt;
*** &#039;&#039;&amp;quot;Our nomadic life has many goods, but we recognize that you have advanced pharmaceuticals and a surgery facility.  Let&#039;s discuss pricing.&amp;quot;&lt;br /&gt;
** Crops&lt;br /&gt;
*** &#039;&#039;&amp;quot;The Plains are not complete.  We have a good life, but our diet is currently excessively based on sambison meat.  Would you like some meat for your grains?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
* Culture&lt;br /&gt;
** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:&lt;br /&gt;
*** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.&lt;br /&gt;
*** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.&lt;br /&gt;
*** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.&lt;br /&gt;
** At the start of each age you can skip the months of cultivation and go straight to the harvest.&lt;br /&gt;
* Evolutionary Leap&lt;br /&gt;
** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:&lt;br /&gt;
*** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.&lt;br /&gt;
*** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.&lt;br /&gt;
*** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.&lt;br /&gt;
** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Defense:&lt;br /&gt;
* Forest-strider Grass-strider gear (camo, mobile).&lt;br /&gt;
&lt;br /&gt;
Travel:&lt;br /&gt;
* Pedigree animals (land, mount).&lt;br /&gt;
&lt;br /&gt;
Expertise:&lt;br /&gt;
** Rangers (1 Quality, Living off the land).&lt;br /&gt;
&lt;br /&gt;
=Characters affiliated with the Rehents of the New Herd=&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371795</id>
		<title>Regents of the New Herd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371795"/>
		<updated>2019-10-02T20:59:20Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Resources (Needs &amp;amp; Surpluses) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Regents of the New Herd are a family in the PbP Game, [[Legacy Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
[[File:Buffs.png|800px|center]]&lt;br /&gt;
==Deep History==&lt;br /&gt;
Once, there was a war between great nations, and was quite short. Then there was a war between small, remnant nations, and that was quite long.&lt;br /&gt;
&lt;br /&gt;
The Sunken Coast and the Coast of Cities burned quickly in the short war. Then the Makers and Shapers came from the North to rebuild and reclaim during the Long War. The Makers and Shapers were still greedy, though, and they grew nightmares to try and conquer the other Shaper States.&lt;br /&gt;
&lt;br /&gt;
In this dark place, the Wise came together to create the Cardi, and they left the cities of the east. In the west, they found a broken and dying land, but a land that still lived and could be healed. They thought long and listened hard to the land until they came to a plan. They guided the plant life to take a harmonious form, and they designed the sambison to be the holy animal that gave life to both man and earth.&lt;br /&gt;
&lt;br /&gt;
The sambison and the new grasses were designed to exist in symbiosis with one another, as the sambison produced perfect fertilizers for the grass. Their meat was nutritious, and their bones and hides were enhanced to be effective raw materials for production.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
* Treaties on other families and factions&lt;br /&gt;
** The Keepers of the Way&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** OLYMPUS&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** The People of the Lake&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** The Gate and the Key, Synthetic Hive&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** ARES&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** The Cultured&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
&lt;br /&gt;
* Then ask the other families:&lt;br /&gt;
** Which of you has made agreements with us that might just end up saving mankind AND the planet? You take 1-Treaty on them.&lt;br /&gt;
** Which of you supplies us with resources vital for cultivation? Work out what the supplies are and give that Family 1-Treaty on you.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Regents of the New Herd are the descendants of the Cardi, and they live a life engineered for balance. They are a literate society, grounding a highly ritualized social life on the scientific realities of caring for the sambison and other enhanced and mutated animals.&lt;br /&gt;
&lt;br /&gt;
Each clan, called a &amp;quot;braid&amp;quot;, has its own distinct pattern to their leather and fur jackets. Politically, each braid is ruled by a council of elders, and each braid sends three elders to the annual Drovemoot at the Tether Pole Temple.&lt;br /&gt;
&lt;br /&gt;
Stereotypically, they are a laid back people, with norms against being overly aggressive, overly emotional, and also emotionally distant. Accept what the world is, and work with your cousins to do what you can.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Threats==&lt;br /&gt;
Unfortunately, the Shapers made advanced into the Plains on occasion. One, known as Moldero, poisoned an entire river system, resulting in lifeless rivers flowing into the Thinbog, a strange and dark place where nothing can live save a host of deeply alien mosses and algae. The environment around the Thinbog is deeply mutated and ill.&lt;br /&gt;
&lt;br /&gt;
Another danger of the Grasses is the wrecks. The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Family Sheet=&lt;br /&gt;
==Stats==&lt;br /&gt;
* Reach 2&lt;br /&gt;
* Grasp -1&lt;br /&gt;
* Sleight -1&lt;br /&gt;
&lt;br /&gt;
==Doctrine==&lt;br /&gt;
* Nature’s Acolytes&lt;br /&gt;
** So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.&lt;br /&gt;
The Regents of the New Herd live off highly nutritious and safe food supplies. The more one consumes &amp;quot;ordained&amp;quot; food that is fully enmeshed in a given ecosystem, the more the life of that ecosystem accepts you. Of course, nature is still nature, hungry predators will look for prey, and so on, but the Regents are not viewed as unnatural to the new world.&lt;br /&gt;
&lt;br /&gt;
==Lifestyle==&lt;br /&gt;
* Nomadic&lt;br /&gt;
** The majority of the Regents eternally follow and tend the herds, though there are small, permanent and semi-permanent encampments as well as hidden caches&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
* Populace&lt;br /&gt;
** Highly organized and ritualistic society based around its own notions of natural harmony.&lt;br /&gt;
* Style&lt;br /&gt;
** Bucolic and Laconic&lt;br /&gt;
* Governance&lt;br /&gt;
** The Regents are a strict society that enforces many egalitarian norms. The herds are common property of specific clans (called &amp;quot;Braids&amp;quot;), as are other key resources such as medicine. Braids are governed by councils of elders.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* General: The East&lt;br /&gt;
** The East is a seemingless endless plain, full of high grass prairie, a grassland where the grasses reach up to 10 feet in height.&lt;br /&gt;
* Before&lt;br /&gt;
** The Tether Pole Temple: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
** The Tether Pole Temple is northeast of Terminus&lt;br /&gt;
* The Fall: Thinbog&lt;br /&gt;
** There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
** The Thinbog is southeast of Terminus&lt;br /&gt;
* Threat: the wrecks&lt;br /&gt;
** The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
** Wrecks has a wide habitat.&lt;br /&gt;
&lt;br /&gt;
==Resources (Needs &amp;amp; Surpluses)==&lt;br /&gt;
* &#039;&#039;&#039;Mood:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Data:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tech:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Surpluses&#039;&#039;&#039;&lt;br /&gt;
** Barter Goods&lt;br /&gt;
*** &#039;&#039;&amp;quot;Do you need preserved meat?  Perhaps warm clothes or a blanket?  Resin made from sambison lymph?  Or perhaps a tool made of bone?&amp;quot;&#039;&#039;&lt;br /&gt;
** Land&lt;br /&gt;
*** &#039;&#039;&amp;quot;The sambison need more lands to graze.  The new tallgrass shall expand and bring harmony.&amp;quot;&#039;&#039;&lt;br /&gt;
** Progress&lt;br /&gt;
*** &#039;&#039;&amp;quot;We know our range, and the world we are building.  We negotiate with the life around us, and an agreement has been made.  Now we must simply survive long enough for the New Herd to come.&amp;quot;&#039;&#039;&lt;br /&gt;
* Needs&lt;br /&gt;
** Medicine&lt;br /&gt;
*** &#039;&#039;&amp;quot;Our nomadic life has many goods, but we recognize that you have advanced pharmaceuticals and a surgery facility.  Let&#039;s discuss pricing.&amp;quot;&lt;br /&gt;
** Crops&lt;br /&gt;
*** &#039;&#039;&amp;quot;The Plains are not complete.  We have a good life, but our diet is currently excessively based on sambison meat.  Would you like some meat for your grains?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
* Culture&lt;br /&gt;
** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:&lt;br /&gt;
*** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.&lt;br /&gt;
*** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.&lt;br /&gt;
*** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.&lt;br /&gt;
** At the start of each age you can skip the months of cultivation and go straight to the harvest.&lt;br /&gt;
* Evolutionary Leap&lt;br /&gt;
** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:&lt;br /&gt;
*** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.&lt;br /&gt;
*** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.&lt;br /&gt;
*** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.&lt;br /&gt;
** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Defense:&lt;br /&gt;
* Forest-strider Grass-strider gear (camo, mobile).&lt;br /&gt;
&lt;br /&gt;
Travel:&lt;br /&gt;
* Pedigree animals (land, mount).&lt;br /&gt;
&lt;br /&gt;
Expertise:&lt;br /&gt;
** Rangers (1 Quality, Living off the land).&lt;br /&gt;
&lt;br /&gt;
=Characters affiliated with the Rehents of the New Herd=&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371728</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371728"/>
		<updated>2019-10-01T19:22:36Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
[[File:Belus.png|right]]&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Goodroam, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Harm&#039;&#039;&#039;&lt;br /&gt;
** Cosmetic Wounds&lt;br /&gt;
** Angry&lt;br /&gt;
** Shell-shocked (-1 Steel)&lt;br /&gt;
** Bleeding (-1 Force)&lt;br /&gt;
** Dead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
** Role: Agent&lt;br /&gt;
*** Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
*** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371727</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371727"/>
		<updated>2019-10-01T19:18:48Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
[[File:Belus.png|right]]&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Goodroam, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
** Role: Agent&lt;br /&gt;
*** Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
*** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371726</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371726"/>
		<updated>2019-10-01T19:08:21Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Active Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
* [[Belus_Good_Roam|Belus Good Roam and Braided into Gree]], a Sentinel from the Regents of the New Herd.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===Full Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons, G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH: Afraid of their Maker Tech, G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 3 over PotL: the KotW are partially descended from the PotL, &amp;amp; the KotW prevented the PotL from being slaughtered by raiders&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K: Trade, Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 2 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Given Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: G&amp;amp;K Supports the crusade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 1 Treaty over PotL: the KotW are partially descended from PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 2 Treaty over G&amp;amp;K: Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taken Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 1 Treaty over RotNH: Afraid of their Maker Tech&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over PotL: the KotW prevented the PotL from being slaughtered by raiders&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 1 Treaty over G&amp;amp;K: Trade&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 1 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371725</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371725"/>
		<updated>2019-10-01T19:06:25Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
[[File:Belus.png|right]]&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Goodroam, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
*** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Belus.png&amp;diff=371724</id>
		<title>File:Belus.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Belus.png&amp;diff=371724"/>
		<updated>2019-10-01T19:05:46Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Walker&amp;diff=371723</id>
		<title>Belus Good Walker</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Walker&amp;diff=371723"/>
		<updated>2019-10-01T18:46:37Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: Nevermet moved page Belus Good Walker to Belus Good Roam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Belus Good Roam]]&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371722</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371722"/>
		<updated>2019-10-01T18:46:37Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: Nevermet moved page Belus Good Walker to Belus Good Roam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Goodroam, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
*** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371721</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371721"/>
		<updated>2019-10-01T18:46:26Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Goodroam, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
*** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371720</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371720"/>
		<updated>2019-10-01T18:38:32Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Good Walker, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
*** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371719</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371719"/>
		<updated>2019-10-01T18:38:14Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Basics= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics=&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Good Walker, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371718</id>
		<title>Belus Good Roam</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Belus_Good_Roam&amp;diff=371718"/>
		<updated>2019-10-01T18:38:00Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: Created page with &amp;quot;This is a character for the Legacy PbP game, Embers of the Past.   =Basics== * &amp;#039;&amp;#039;&amp;#039;Name:&amp;#039;&amp;#039;&amp;#039; Belus Good Walker, Braided into Gree. * &amp;#039;&amp;#039;&amp;#039;Playbook:&amp;#039;&amp;#039;&amp;#039; Sentinel * &amp;#039;&amp;#039;&amp;#039;Family:&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a character for the Legacy PbP game, [[Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basics==&lt;br /&gt;
* &#039;&#039;&#039;Name:&#039;&#039;&#039; Belus Good Walker, Braided into Gree.&lt;br /&gt;
* &#039;&#039;&#039;Playbook:&#039;&#039;&#039; Sentinel&lt;br /&gt;
* &#039;&#039;&#039;Family:&#039;&#039;&#039; Regents of the New Herd&lt;br /&gt;
* &#039;&#039;&#039;Looks:&#039;&#039;&#039; Masculine, Blunt Face, Judging Eyes, Compact Body&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
** Force +1&lt;br /&gt;
** Lore 0&lt;br /&gt;
** Steel +1&lt;br /&gt;
** Sway 0&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Moves&#039;&#039;&#039;&lt;br /&gt;
** Family Inheritance: Hardy&lt;br /&gt;
*** The first time each day you take Harm, by 1.&lt;br /&gt;
** Steel Rain&lt;br /&gt;
*** When you ambush your enemies with a coordinated strike, your rolls and any Call for Aid attempt the others make have advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gear=&lt;br /&gt;
*Playbook options&lt;br /&gt;
** Add 1 to outfit when tooling up.&lt;br /&gt;
** Family gear&lt;br /&gt;
*** Strider Gear (mobile, camo)&lt;br /&gt;
*** Pedigree animals (land, mount)&lt;br /&gt;
** Rangers (quality 1, Live off the Land)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Belus spent most of his life a simple hand and guard for the Gree Braid sambison herd.  That changed, however, with the attack.  That gave him a degree of notoriety he has not fully embraced, and contact with Strangers which he does not truly enjoy.&lt;br /&gt;
&lt;br /&gt;
==Backstory Tie-Ins==&lt;br /&gt;
* &#039;&#039;&amp;quot;I have sworn to protect _____&amp;quot;&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ and I stood watch together against the chaos.&#039;&#039;&lt;br /&gt;
* &#039;&#039;_____ helped me get out of a siege alive.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371685</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371685"/>
		<updated>2019-09-30T01:04:05Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Taken Treaty Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===Full Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons, G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH: Afraid of their Maker Tech, G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 3 over PotL: the KotW are partially descended from the PotL, &amp;amp; the KotW prevented the PotL from being slaughtered by raiders&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K: Trade, Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 2 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Given Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: G&amp;amp;K Supports the crusade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 1 Treaty over PotL: the KotW are partially descended from PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 2 Treaty over G&amp;amp;K: Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taken Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 1 Treaty over RotNH: Afraid of their Maker Tech&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over PotL: the KotW prevented the PotL from being slaughtered by raiders&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 1 Treaty over G&amp;amp;K: Trade&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 1 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371684</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371684"/>
		<updated>2019-09-30T01:03:21Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Taken Treaty Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===Full Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons, G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH: Afraid of their Maker Tech, G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 3 over PotL: the KotW are partially descended from the PotL, &amp;amp; the KotW prevented the PotL from being slaughtered by raiders&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K: Trade, Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 2 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Given Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: G&amp;amp;K Supports the crusade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 1 Treaty over PotL: the KotW are partially descended from PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 2 Treaty over G&amp;amp;K: Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taken Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 1 Treaty over RotNH: Afraid of their Maker Tech&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 1 Treaty over G&amp;amp;K: Trade&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 1 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371683</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371683"/>
		<updated>2019-09-30T01:02:18Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Given Treaty Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===Full Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons, G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH: Afraid of their Maker Tech, G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 3 over PotL: the KotW are partially descended from the PotL, &amp;amp; the KotW prevented the PotL from being slaughtered by raiders&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K: Trade, Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 2 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Given Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: G&amp;amp;K Supports the crusade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 1 Treaty over PotL: the KotW are partially descended from PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 2 Treaty over G&amp;amp;K: Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taken Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 1 Treaty over RotNH: Afraid of their Maker Tech&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over KotW: Hosts an Explorer&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 1 Treaty over G&amp;amp;K: Trade&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 1 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371682</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371682"/>
		<updated>2019-09-30T01:00:15Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Full Treaty Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===Full Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons, G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH: Afraid of their Maker Tech, G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 3 over PotL: the KotW are partially descended from the PotL, &amp;amp; the KotW prevented the PotL from being slaughtered by raiders&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K: Trade, Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 2 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Given Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: G&amp;amp;K Supports the crusade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 2 Treaty over G&amp;amp;K: Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taken Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 1 Treaty over RotNH: Afraid of their Maker Tech&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over KotW: Hosts an Explorer&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 1 Treaty over G&amp;amp;K: Trade&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 1 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371681</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371681"/>
		<updated>2019-09-30T00:59:14Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Full Treaty Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===Full Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons, G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH: Afraid of their Maker Tech, G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 1 over PotL: the KotW are partially descended from the PotL&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over KotW: Hosts an Explorer, KotW are partially descended from the PotL&lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K: Trade, Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 2 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Given Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: G&amp;amp;K Supports the crusade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 2 Treaty over G&amp;amp;K: Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taken Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 1 Treaty over RotNH: Afraid of their Maker Tech&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over KotW: Hosts an Explorer&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 1 Treaty over G&amp;amp;K: Trade&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 1 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371680</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371680"/>
		<updated>2019-09-30T00:58:17Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Full Treaty Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
===Full Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons, G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH: Afraid of their Maker Tech, G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| 1 over PotL: the KotW are partially descended from the PotL&lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over KotW: Hosts an Explorer&lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K: Trade, Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 2 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Given Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: G&amp;amp;K Supports the crusade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O: An inhuman traveller saved a Keeper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL: O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2 Treaty over O: Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH: Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 2 Treaty over G&amp;amp;K: Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Taken Treaty Table===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over KotW: Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
| 1 Treaty over O: O fear G&amp;amp;K because they embody the obliteration of the Before&lt;br /&gt;
| 1 Treaty over PotL: PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 1 Treaty over RotNH: Afraid of their Maker Tech&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH: The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty: G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over KotW: Hosts an Explorer&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 1 Treaty over G&amp;amp;K: Trade&lt;br /&gt;
| 1 Treaty over KotW: Trade&lt;br /&gt;
| 1 Treaty over O: Trade&lt;br /&gt;
| 1 Treaty over PotL: Trade, RotNH gave PotL an algae that is a useful aquatic crop in irradiated areas.&lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A: Trade&lt;br /&gt;
| 1 Treaty over tC: Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371541</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371541"/>
		<updated>2019-09-27T05:12:58Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The Homeland2.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
*[[The Keepers of the Way]], the Lawgivers of the Wastland&lt;br /&gt;
*[[OLYMPUS]], the Deathless Elite&lt;br /&gt;
*[[The People of the Lake]], Pioneers of the Depths&lt;br /&gt;
*[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
*[[The Gate and the Key]], Synthetic Hive&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
*[[ARES_Radio_Station|ARES]]&lt;br /&gt;
*[[The Cultured]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Treaty Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
! style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Gate and Key&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over KotW:&lt;br /&gt;
- Afraid of G&amp;amp;K a Living Weapons&lt;br /&gt;
- G&amp;amp;K Supports the crusade&lt;br /&gt;
| 1 Treaty over O:&lt;br /&gt;
Fear: TBA&lt;br /&gt;
| 1 Treaty over PotL:&lt;br /&gt;
PotL fear whatever they are downstream of what G&amp;amp;K is building&lt;br /&gt;
| 2 Treaty over RotNH&lt;br /&gt;
- Fear: They are Maker Tech&lt;br /&gt;
- G&amp;amp;K Supply R with Resources&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Keepers of the Way&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over O:&lt;br /&gt;
An inhuman traveller saved a Keeper&lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over RotNH&lt;br /&gt;
The Harmony Stampeder was the worst Criminal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | OLYMPUS&lt;br /&gt;
| 2 Treaty&lt;br /&gt;
G&amp;amp;K found power in the Redoubt&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 2 Treaty over PotL:&lt;br /&gt;
O is primary drylander contact for the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | People of the Lake&lt;br /&gt;
| &lt;br /&gt;
| 1 Treaty over KotW&lt;br /&gt;
Hosts an Explorer&lt;br /&gt;
| 2 Treaty over O&lt;br /&gt;
Serve as thralls for Olympus&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over RotNH&lt;br /&gt;
Harmony Stampeder victimized the PotL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | Regents of the New Herd&lt;br /&gt;
| 3 Treaty over G&amp;amp;K:&lt;br /&gt;
- Trade&lt;br /&gt;
- Could destroy them but won&#039;t due to ethics &amp;amp; tech needs&lt;br /&gt;
| 1 Treaty over KotW:&lt;br /&gt;
Trade&lt;br /&gt;
| 1 Treaty over O:&lt;br /&gt;
Trade&lt;br /&gt;
| 1 Treaty over PotL:&lt;br /&gt;
Trade&lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| 1 Treaty over A:&lt;br /&gt;
Trade&lt;br /&gt;
| 1 Treaty over tC:&lt;br /&gt;
Trade&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | ARES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; font-weight:bold;&amp;quot; | The Cultured&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background-color:#333333;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
*A haunted offshore research facility. &#039;&#039;&#039;Station 2&#039;&#039;&#039; is the closest thing the People have to a permanent settlement. It used to be an observatory. Now it&#039;s that and a ham station. It&#039;s on the largest island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nest&#039;&#039;&#039; is the true home of the People. This is their winter camp and where the sick or pregnant reside. It&#039;s also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Array&#039;&#039;&#039; is an old telecommunications center high in the mountains with a small town built into the support buildings around it. It&#039;s presently the home and headquarters of ARES, and where their members reside when not working as Radio Operators out in the world. It&#039;s an ancient fortress of glass and stone.&lt;br /&gt;
&lt;br /&gt;
*A largely intact university library, especially valued by the more Confucian-oriented members of the Keepers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tether Pole Temple&#039;&#039;&#039;: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Terminus&#039;&#039;&#039;: A vast spaceport and arcology west of Denver, towering to the heavens, but surrounded by ruins. Scavengers and survivors make their home in a more secure section of the Urban sprawl, but the smart ones steer clear of the towering building itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olympus&#039;&#039;&#039;: An impressive O&#039;Neil cylinder situated at the L-1 point between the Earth and the Sun. A re-purposed space-habitat turned fortress / digital civilization.&lt;br /&gt;
&lt;br /&gt;
== Landmarks ==&lt;br /&gt;
*A sunken city. &#039;&#039;&#039;Salt Lake City&#039;&#039;&#039; drowned in the Fall the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.&lt;br /&gt;
&lt;br /&gt;
* A vault preserving priceless artistic and historical artefacts: in sunken Salt Lake City, this vault remains. People could not take their possessions the &#039;afterlife&#039;, but some of those possessions had value beyond their worth. Part fortified museum, part archive, and part prayer that civilization would return...what could be found within these walls?&lt;br /&gt;
&lt;br /&gt;
*A site where a group of innocent refugees that included nuclear physicists were lynched for causing the Fall.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thinbog&#039;&#039;&#039;: There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
&lt;br /&gt;
*Crazed weather battering a sterile land: The endless plains are unsettled and unsafe for more reasons than just the weather. But the weather is neither normal, nor natural, nor friendly. What could cause such a thing?&lt;br /&gt;
&lt;br /&gt;
*A remote node critical to the digital infrastructure of Before.&lt;br /&gt;
&lt;br /&gt;
*Scars of humanity&#039;s most destructive and desperate tactics.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
*An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete. And They are coming. They are body and organ harvesters: the invaders from across the sea speak of the past and its immortal people. They seek the same for themselves, and graft young and vital organs into their bodies for life and power. Their raiding parties threaten many settlements, but these do not supply enough to sate their hunger.&lt;br /&gt;
&lt;br /&gt;
*The headquarters of a group of arms dealers who have uncovered a cache of pre-Fall weaponry and are willing to sell anything to anyone for the right price.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The wrecks&#039;&#039;&#039;: The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
*Self-replicating drones; the Hive. We hunt them wherever they take root, and burn them to ash.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371527</id>
		<title>Regents of the New Herd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371527"/>
		<updated>2019-09-26T17:19:06Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Resources (Needs &amp;amp; Surpluses) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Regents of the New Herd are a family in the PbP Game, [[Legacy Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
[[File:Buffs.png|800px|center]]&lt;br /&gt;
==Deep History==&lt;br /&gt;
Once, there was a war between great nations, and was quite short. Then there was a war between small, remnant nations, and that was quite long.&lt;br /&gt;
&lt;br /&gt;
The Sunken Coast and the Coast of Cities burned quickly in the short war. Then the Makers and Shapers came from the North to rebuild and reclaim during the Long War. The Makers and Shapers were still greedy, though, and they grew nightmares to try and conquer the other Shaper States.&lt;br /&gt;
&lt;br /&gt;
In this dark place, the Wise came together to create the Cardi, and they left the cities of the east. In the west, they found a broken and dying land, but a land that still lived and could be healed. They thought long and listened hard to the land until they came to a plan. They guided the plant life to take a harmonious form, and they designed the sambison to be the holy animal that gave life to both man and earth.&lt;br /&gt;
&lt;br /&gt;
The sambison and the new grasses were designed to exist in symbiosis with one another, as the sambison produced perfect fertilizers for the grass. Their meat was nutritious, and their bones and hides were enhanced to be effective raw materials for production.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
* Treaties on other families and factions&lt;br /&gt;
** The Keepers of the Way&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** OLYMPUS&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** The People of the Lake&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** The Gate and the Key, Synthetic Hive&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** ARES&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
** The Cultured&lt;br /&gt;
*** 1-treaty &lt;br /&gt;
&lt;br /&gt;
* Then ask the other families:&lt;br /&gt;
** Which of you has made agreements with us that might just end up saving mankind AND the planet? You take 1-Treaty on them.&lt;br /&gt;
** Which of you supplies us with resources vital for cultivation? Work out what the supplies are and give that Family 1-Treaty on you.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Regents of the New Herd are the descendants of the Cardi, and they live a life engineered for balance. They are a literate society, grounding a highly ritualized social life on the scientific realities of caring for the sambison and other enhanced and mutated animals.&lt;br /&gt;
&lt;br /&gt;
Each clan, called a &amp;quot;braid&amp;quot;, has its own distinct pattern to their leather and fur jackets. Politically, each braid is ruled by a council of elders, and each braid sends three elders to the annual Drovemoot at the Tether Pole Temple.&lt;br /&gt;
&lt;br /&gt;
Stereotypically, they are a laid back people, with norms against being overly aggressive, overly emotional, and also emotionally distant. Accept what the world is, and work with your cousins to do what you can.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Threats==&lt;br /&gt;
Unfortunately, the Shapers made advanced into the Plains on occasion. One, known as Moldero, poisoned an entire river system, resulting in lifeless rivers flowing into the Thinbog, a strange and dark place where nothing can live save a host of deeply alien mosses and algae. The environment around the Thinbog is deeply mutated and ill.&lt;br /&gt;
&lt;br /&gt;
Another danger of the Grasses is the wrecks. The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Family Sheet=&lt;br /&gt;
==Stats==&lt;br /&gt;
* Reach 2&lt;br /&gt;
* Grasp -1&lt;br /&gt;
* Sleight -1&lt;br /&gt;
&lt;br /&gt;
==Doctrine==&lt;br /&gt;
* Nature’s Acolytes&lt;br /&gt;
** So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.&lt;br /&gt;
The Regents of the New Herd live off highly nutritious and safe food supplies. The more one consumes &amp;quot;ordained&amp;quot; food that is fully enmeshed in a given ecosystem, the more the life of that ecosystem accepts you. Of course, nature is still nature, hungry predators will look for prey, and so on, but the Regents are not viewed as unnatural to the new world.&lt;br /&gt;
&lt;br /&gt;
==Lifestyle==&lt;br /&gt;
* Nomadic&lt;br /&gt;
** The majority of the Regents eternally follow and tend the herds, though there are small, permanent and semi-permanent encampments as well as hidden caches&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
* Populace&lt;br /&gt;
** Highly organized and ritualistic society based around its own notions of natural harmony.&lt;br /&gt;
* Style&lt;br /&gt;
** Bucolic and Laconic&lt;br /&gt;
* Governance&lt;br /&gt;
** The Regents are a strict society that enforces many egalitarian norms. The herds are common property of specific clans (called &amp;quot;Braids&amp;quot;), as are other key resources such as medicine. Braids are governed by councils of elders.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* General: The East&lt;br /&gt;
** The East is a seemingless endless plain, full of high grass prairie, a grassland where the grasses reach up to 10 feet in height.&lt;br /&gt;
* Before&lt;br /&gt;
** The Tether Pole Temple: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
** The Tether Pole Temple is northeast of Terminus&lt;br /&gt;
* The Fall: Thinbog&lt;br /&gt;
** There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
** The Thinbog is southeast of Terminus&lt;br /&gt;
* Threat: the wrecks&lt;br /&gt;
** The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
** Wrecks has a wide habitat.&lt;br /&gt;
&lt;br /&gt;
==Resources (Needs &amp;amp; Surpluses)==&lt;br /&gt;
* Surpluses&lt;br /&gt;
** Barter Goods&lt;br /&gt;
*** &#039;&#039;&amp;quot;Do you need preserved meat?  Perhaps warm clothes or a blanket?  Resin made from sambison lymph?  Or perhaps a tool made of bone?&amp;quot;&#039;&#039;&lt;br /&gt;
** Land&lt;br /&gt;
*** &#039;&#039;&amp;quot;The sambison need more lands to graze.  The new tallgrass shall expand and bring harmony.&amp;quot;&#039;&#039;&lt;br /&gt;
** Progress&lt;br /&gt;
*** &#039;&#039;&amp;quot;We know our range, and the world we are building.  We negotiate with the life around us, and an agreement has been made.  Now we must simply survive long enough for the New Herd to come.&amp;quot;&#039;&#039;&lt;br /&gt;
* Needs&lt;br /&gt;
** Medicine&lt;br /&gt;
*** &#039;&#039;&amp;quot;Our nomadic life has many goods, but we recognize that you have advanced pharmaceuticals and a surgery facility.  Let&#039;s discuss pricing.&amp;quot;&lt;br /&gt;
** Crops&lt;br /&gt;
*** &#039;&#039;&amp;quot;The Plains are not complete.  We have a good life, but our diet is currently excessively based on sambison meat.  Would you like some meat for your grains?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
* Culture&lt;br /&gt;
** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:&lt;br /&gt;
*** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.&lt;br /&gt;
*** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.&lt;br /&gt;
*** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.&lt;br /&gt;
** At the start of each age you can skip the months of cultivation and go straight to the harvest.&lt;br /&gt;
* Evolutionary Leap&lt;br /&gt;
** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:&lt;br /&gt;
*** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.&lt;br /&gt;
*** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.&lt;br /&gt;
*** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.&lt;br /&gt;
** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Defense:&lt;br /&gt;
* Forest-strider Grass-strider gear (camo, mobile).&lt;br /&gt;
&lt;br /&gt;
Travel:&lt;br /&gt;
* Pedigree animals (land, mount).&lt;br /&gt;
&lt;br /&gt;
Expertise:&lt;br /&gt;
** Rangers (1 Quality, Living off the land).&lt;br /&gt;
&lt;br /&gt;
=Characters affiliated with the Rehents of the New Herd=&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371359</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371359"/>
		<updated>2019-09-24T20:11:17Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Homeland.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
[[Regents_of_the_New_Herd|Regents of the New Herd]], Cultivators of the New Flesh&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371358</id>
		<title>Legacy Embers of the Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Legacy_Embers_of_the_Past&amp;diff=371358"/>
		<updated>2019-09-24T20:10:54Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* Families */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Rocky Mountains: Embers of the Past ==&lt;br /&gt;
&lt;br /&gt;
Following the calamitous downfall of mankind during the final war, life and civilization have begun to reassert themselves in the Rocky Mountains, as people gather together to form families and societies, and look to the horizon instead of their day to day survival. They will build a new future, using the embers of the past to light the flame.&lt;br /&gt;
&lt;br /&gt;
[[File:The_Homeland.JPG]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-legacy-life-among-the-ruins.852748/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
== Families ==&lt;br /&gt;
[[Regents of the New Herd|Regents_of_the_New_Herd]], Cultivators of the New Flesh&lt;br /&gt;
&lt;br /&gt;
== Active Characters ==&lt;br /&gt;
&lt;br /&gt;
== Settlements ==&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371357</id>
		<title>Regents of the New Herd</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Regents_of_the_New_Herd&amp;diff=371357"/>
		<updated>2019-09-24T20:09:44Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Regents of the New Herd are a family in the PbP Game, [[Legacy Embers of the Past]].&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
[[File:Buffs.png|800px|center]]&lt;br /&gt;
==Deep History==&lt;br /&gt;
Once, there was a war between great nations, and was quite short. Then there was a war between small, remnant nations, and that was quite long.&lt;br /&gt;
&lt;br /&gt;
The Sunken Coast and the Coast of Cities burned quickly in the short war. Then the Makers and Shapers came from the North to rebuild and reclaim during the Long War. The Makers and Shapers were still greedy, though, and they grew nightmares to try and conquer the other Shaper States.&lt;br /&gt;
&lt;br /&gt;
In this dark place, the Wise came together to create the Cardi, and they left the cities of the east. In the west, they found a broken and dying land, but a land that still lived and could be healed. They thought long and listened hard to the land until they came to a plan. They guided the plant life to take a harmonious form, and they designed the sambison to be the holy animal that gave life to both man and earth.&lt;br /&gt;
&lt;br /&gt;
The sambison and the new grasses were designed to exist in symbiosis with one another, as the sambison produced perfect fertilizers for the grass. Their meat was nutritious, and their bones and hides were enhanced to be effective raw materials for production.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
TBA&lt;br /&gt;
* Everyone has a need for your products. Take 1 Treaty on each other Family and Faction. Then ask the other families:&lt;br /&gt;
** Which of you has made agreements with us that might just end up saving mankind AND the planet? You take 1-Treaty on them.&lt;br /&gt;
** Which of you supplies us with resources vital for cultivation? Work out what the supplies are and give that Family 1-Treaty on you.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
The Regents of the New Herd are the descendants of the Cardi, and they live a life engineered for balance. They are a literate society, grounding a highly ritualized social life on the scientific realities of caring for the sambison and other enhanced and mutated animals.&lt;br /&gt;
&lt;br /&gt;
Each clan, called a &amp;quot;braid&amp;quot;, has its own distinct pattern to their leather and fur jackets. Politically, each braid is ruled by a council of elders, and each braid sends three elders to the annual Drovemoot at the Tether Pole Temple.&lt;br /&gt;
&lt;br /&gt;
Stereotypically, they are a laid back people, with norms against being overly aggressive, overly emotional, and also emotionally distant. Accept what the world is, and work with your cousins to do what you can.&lt;br /&gt;
&lt;br /&gt;
==Enemies and Threats==&lt;br /&gt;
Unfortunately, the Shapers made advanced into the Plains on occasion. One, known as Moldero, poisoned an entire river system, resulting in lifeless rivers flowing into the Thinbog, a strange and dark place where nothing can live save a host of deeply alien mosses and algae. The environment around the Thinbog is deeply mutated and ill.&lt;br /&gt;
&lt;br /&gt;
Another danger of the Grasses is the wrecks. The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Family Sheet=&lt;br /&gt;
==Stats==&lt;br /&gt;
* Reach 2&lt;br /&gt;
* Grasp -1&lt;br /&gt;
* Sleight -1&lt;br /&gt;
&lt;br /&gt;
==Doctrine==&lt;br /&gt;
* Nature’s Acolytes&lt;br /&gt;
** So long as your Family members only consume the food and drink they’ve produced, they will not fall ill or be attacked by mundane wild animals.&lt;br /&gt;
The Regents of the New Herd live off highly nutritious and safe food supplies. The more one consumes &amp;quot;ordained&amp;quot; food that is fully enmeshed in a given ecosystem, the more the life of that ecosystem accepts you. Of course, nature is still nature, hungry predators will look for prey, and so on, but the Regents are not viewed as unnatural to the new world.&lt;br /&gt;
&lt;br /&gt;
==Lifestyle==&lt;br /&gt;
* Nomadic&lt;br /&gt;
** The majority of the Regents eternally follow and tend the herds, though there are small, permanent and semi-permanent encampments as well as hidden caches&lt;br /&gt;
&lt;br /&gt;
==Traditions==&lt;br /&gt;
* Populace&lt;br /&gt;
** Highly organized and ritualistic society based around its own notions of natural harmony.&lt;br /&gt;
* Style&lt;br /&gt;
** Bucolic and Laconic&lt;br /&gt;
* Governance&lt;br /&gt;
** The Regents are a strict society that enforces many egalitarian norms. The herds are common property of specific clans (called &amp;quot;Braids&amp;quot;), as are other key resources such as medicine. Braids are governed by councils of elders.&lt;br /&gt;
&lt;br /&gt;
==Landmarks==&lt;br /&gt;
* General: The East&lt;br /&gt;
** The East is a seemingless endless plain, full of high grass prairie, a grassland where the grasses reach up to 10 feet in height.&lt;br /&gt;
* Before&lt;br /&gt;
** The Tether Pole Temple: Once a research facility, this became the place where the Cardi came from far away, and organized the Regency. It is a sacred site and most braids make an annual pilgrimage to The Tether Pole Temple, during which political meetings occur, goods are exchanged, and sambison are examined.&lt;br /&gt;
** The Tether Pole Temple is northeast of Terminus&lt;br /&gt;
* The Fall: Thinbog&lt;br /&gt;
** There is a place to the east that a poisoned river stops in a marsh with no outlet. Nothing grows there, save for a thick spongy layer of mosses and algae. It is a bad place, against the new Nature, and against the old. Sick and twisted things live on its edge.&lt;br /&gt;
** The Thinbog is southeast of Terminus&lt;br /&gt;
* Threat: the wrecks&lt;br /&gt;
** The wrecks are a biological weapons designed as shock troops to destroy settlements. They are huge, violent omnivores that eat everything in their path, ripping things apart with massive claws. When they are enraged, the emit a loud &amp;quot;war howl&amp;quot; that carries for miles, and attracts other wrecks hoping for a meal and a fight. When there is something substantial left to eat or attack, the &amp;quot;battalion&amp;quot; of wrecks disperses. The only good news about wrecks is they are relative slow.&lt;br /&gt;
** Wrecks has a wide habitat.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* Surpluses&lt;br /&gt;
** Barter Goods&lt;br /&gt;
*** &#039;&#039;&amp;quot;Do you need preserved meat?  Perhaps warm clothes or a blanket?  Resin made from sambison lymph?  Or perhaps a tool made of bone?&amp;quot;&#039;&#039;&lt;br /&gt;
** Progress&lt;br /&gt;
*** &#039;&#039;&amp;quot;We know our range, and the world we are building.  We negotiate with the life around us, and an agreement has been made.  Now we must simply survive long enough for the New Herd to come.&amp;quot;&#039;&#039;&lt;br /&gt;
* Needs&lt;br /&gt;
** Land&lt;br /&gt;
*** &#039;&#039;&amp;quot;The sambison need more lands to graze, and those lands must be cultivated.  It takes effort to acquire and engage a land.&amp;quot;&#039;&#039;&lt;br /&gt;
** Medicine&lt;br /&gt;
*** &#039;&#039;&amp;quot;Our nomadic life has many goods, but we recognize that you have advanced pharmaceuticals and a surgery facility.  Let&#039;s discuss pricing.&amp;quot;&lt;br /&gt;
** Crops&lt;br /&gt;
*** &#039;&#039;&amp;quot;The Plains are not complete.  We have a good life, but our diet is currently excessively based on sambison meat.  Would you like some meat for your grains?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Moves==&lt;br /&gt;
* Culture&lt;br /&gt;
** When your Family starts cultivating a new product, erase Surplus: Progress, Land, or Barter Goods. After a few months, harvest the product: get the surplus back, plus:&lt;br /&gt;
*** Progress: get Surplus: Medicine and 1 use of medicine that can heal any harm box instantly.&lt;br /&gt;
*** Land: get Surplus: Crops and slow but steady population growth. At the end of the age, if you still have the surplus gain Surplus: Recruits.&lt;br /&gt;
*** Barter Goods: get Surplus: Livestock gain a few exemplary examples of the bred animals. If they’re used as mounts, add 1 free tag to them.&lt;br /&gt;
** At the start of each age you can skip the months of cultivation and go straight to the harvest.&lt;br /&gt;
* Evolutionary Leap&lt;br /&gt;
** When you use Culture, characters gain one of these bonuses (according to the Surplus produced) the next time they Tool Up:&lt;br /&gt;
*** Medicine: Your weapons can be poisoned to add the aberrant or non-lethal tags. Get 1 use of stimulants that’ll stop someone’s Death move from triggering for an hour.&lt;br /&gt;
*** Crops: One serving of food that toughens skin and gives +1 Armour or provides boundless energy, depending on how it’s cooked.&lt;br /&gt;
*** Livestock: A group of animals with simian-level intelligence. They have 2 Quality and one of the following specialties: Strength and Endurance, Speed and Cunning, or Ferocity and Violence.&lt;br /&gt;
** In addition, your Family improves themselves over generations. Every time The Age Turns, pick one physical trait they’ve encountered sometime this Age (night vision, flight, photosynthesis, etc) with the GM providing a downside. Your Family members will all exhibit that trait from then on.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Defense:&lt;br /&gt;
* Forest-strider Grass-strider gear (camo, mobile).&lt;br /&gt;
&lt;br /&gt;
Travel:&lt;br /&gt;
* Pedigree animals (land, mount).&lt;br /&gt;
&lt;br /&gt;
Expertise:&lt;br /&gt;
** Rangers (1 Quality, Living off the land).&lt;br /&gt;
&lt;br /&gt;
=Characters affiliated with the Rehents of the New Herd=&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Buffs.png&amp;diff=371356</id>
		<title>File:Buffs.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Buffs.png&amp;diff=371356"/>
		<updated>2019-09-24T20:06:50Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Spiderweb:_Measure_The_Beacon&amp;diff=370089</id>
		<title>The Spiderweb: Measure The Beacon</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Spiderweb:_Measure_The_Beacon&amp;diff=370089"/>
		<updated>2019-09-07T04:07:59Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Measure.png|300px|right]]&lt;br /&gt;
=Concept=&lt;br /&gt;
Victorian / Steampunk martial artist with gadgets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hero Name&#039;&#039;&#039;: Measure&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Real Name&#039;&#039;&#039;: William Brown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Look=&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;White&#039;&#039;&lt;br /&gt;
* &#039;&#039;Male&#039;&#039;&lt;br /&gt;
* &#039;&#039;Average face&#039;&#039;&lt;br /&gt;
* &#039;&#039;Well dressed&#039;&#039;&lt;br /&gt;
* &#039;&#039;Anachronistic costume&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Martial Arts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Measure has adapted the Filipino martial art arnis to use a variety of canes that fit his neo-Victorian aesthetic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gadgets&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Measure has developed lots of small gadgets which he keeps on his person, most of which are relatively low-tech.  There is a grappling hook in his cane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Labels=&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
! Danger&lt;br /&gt;
! Freak&lt;br /&gt;
! Savior&lt;br /&gt;
! Superior&lt;br /&gt;
! Mundane&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;Starting&#039;&#039; &lt;br /&gt;
| +0&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
| +0&lt;br /&gt;
| +2&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;Current&#039;&#039;&lt;br /&gt;
| +0&lt;br /&gt;
| -2&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Moves=&lt;br /&gt;
&#039;&#039;No powers and not nearly enough training&#039;&#039;&lt;br /&gt;
* You’re always picking up new gear to keep yourself in the game. Whenever you pick up a new piece of gear, you can write it in as a new ability if this line is empty.&lt;br /&gt;
** CURRENTLY EMPTY&lt;br /&gt;
* The first time you use each piece of gear to directly engage a threat, unleash your powers, or defend someone, you can roll + Mundane instead of the normal Label&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Won’t let you down:&#039;&#039; &lt;br /&gt;
* When you help a teammate, you can spend 2 out of the Team pool to add +2 to their roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Team Moves==&lt;br /&gt;
* When you share a triumphant celebration with someone, tell them how they’re awesome and add a Team to the pool. If they tell you how you’re awesome in return, add another Team to the pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* When you share a vulnerability or weakness with someone, ask them to confirm or deny that you should be here. If they confirm it, mark potential and give them Influence over you. If they deny it, mark Angry and shift one Label up and one Label down, your choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Drives=&lt;br /&gt;
&#039;&#039;Current Drives&#039;&#039;&lt;br /&gt;
* Earn the respect of a hero you admire&lt;br /&gt;
* Pull off a ridiculous stunt&lt;br /&gt;
* Stop a fight with calm words&lt;br /&gt;
* Take down a threat all on your own&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Completed Drives&#039;&#039;&lt;br /&gt;
* None Yet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When you fulfill a marked drive, strike it out, and choose one:&#039;&#039; &lt;br /&gt;
* Mark potential, clear a condition, take Influence over someone involved.&lt;br /&gt;
&#039;&#039;When your four marked drives are all struck out, choose and mark four new drives.&#039;&#039;&lt;br /&gt;
&#039;&#039;When all drives are struck out&#039;&#039;&lt;br /&gt;
* Change playbooks&lt;br /&gt;
* Retire from the life&lt;br /&gt;
* Become a paragon of the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Relationships=&lt;br /&gt;
Rook is awesome, and I take every chance you get to hang out with her. (Is it romantic? Measure would likely be the last to know)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have to prove myself to Bolo before I feel like a real hero. (being from the boxing gym and all)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Influence=&lt;br /&gt;
Bolo has influence over Measure.&lt;br /&gt;
&lt;br /&gt;
Knight has influence over Measure.&lt;br /&gt;
&lt;br /&gt;
Rook has influence over Measure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Conditions=&lt;br /&gt;
&lt;br /&gt;
Angry&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
&#039;&#039;When did you first put on your costume?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Theatre practice lets out after dark sometimes, and I guess that means it was only a matter of time before the theatre kids bumped into some gang members hanging out in the school parking lot after hours. They beat up Tommy pretty bad before I was able to get out there with a hood and cloak and a cane. I broke the cane on one of their necks, since it was just a prop. I made myself a better cane and outfit soon after.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Who, outside of the team, thinks you shouldn’t be a superhero?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Master &#039;&#039;&#039;John-Pius Andrada&#039;&#039;&#039;, my arnis teacher. His father was active in the Filipino Resistance against the Japanese during WWII. Master John doesn’t like talking about what his dad did before getting caught and executed, but he thinks I’m risking too much.  My parents don&#039;t know anything, and care about less, which I guess I&#039;m ok with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why do you try to be a hero?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;This is a place where everyone hurts because nobody cares. I care, and I’ll stop the hurting. And I’ll do it while making a show of acting the right way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why do you care about the team?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;They’re all trying to make our home a better place. How can you not respect that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What or who did the Spiderweb take from you?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Spiderweb burned down his best friend&#039;s family business. Back in elementary school, William&#039;s best friend was a kid named &#039;&#039;&#039;Mark Udinese&#039;&#039;&#039;. Mark&#039;s dad, &#039;&#039;&#039;Joe Udinese&#039;&#039;&#039;, ran a pizzeria nearby, and he was a nice guy. William spent a lot of time after school doing homework on tables in that pizzeria. One day, he saw a few people come in, go in the back, and get into a shouting match with Mark&#039;s dad. Two days later, the pizzeria burned down, and Mark&#039;s family moved away. The parents all knew it was the Spiderweb but tried not to let the kids know what happened. All the kids knew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Does anybody (normie, criminal or hero type) cheer you on for the wrong reasons?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Measure is loudly supported by the &#039;&#039;&#039;Eisner Renaissance Committee&#039;&#039;&#039;, a white nationalist organization that believes that if if they neighbourhood became fully &amp;quot;European&amp;quot; again both in demographics and &amp;quot;values,&amp;quot; then community would be rejuvenated and there would be economic prosperity (They&#039;re very much of an Identity Evropa, &amp;quot;You Will Not Replaces Us&amp;quot; sort). Measure, for his part, is rather horrified at their support, but hasn&#039;t really confronted why they like him much at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why does your family continue to live there? And what do your parents do?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Measure&#039;s dad, &#039;&#039;&#039;Todd&#039;&#039;&#039;, is a dentist in the neighbourhood, and his mom, &#039;&#039;&#039;Denise&#039;&#039;&#039; is his dad&#039;s receptionist. Their idea of the American dream is purely about economic comfort, and they look forward to their annual cruise with almost religious fervour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How do you balance schoolwork, drama club, and being a teen hero? Does anybody from the drama club suspect your identity?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* William&#039;s ability to balance things is strained, and people are suspicious. His primary way of balancing things so far is becoming much less social, which works fine (he thinks) because he was one of the &amp;quot;quiet kids&amp;quot; anyway. It isn&#039;t working as well as he thinks, though, and his grades are starting to slip slightly, and people are noticing his personality is changing (less social, more confident, more aggressive when pushed). &#039;&#039;&#039;Kathy Gilani&#039;&#039;&#039;, a Junior in drama club and daughter of Turkish Kurds who moved to Halcyon City, noticed a black eye he had mostly covered up with stage makeup, and she&#039;s trying to figure out what to do about it. &#039;&#039;&#039;Mr. Greg Chao&#039;&#039;&#039;, the teacher in charge of the drama club, is also becoming a bit concerned that something is going on, though he&#039;s not to the point of thinking William&#039;s fighting crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=XP=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Potential&#039;&#039;&lt;br /&gt;
* 4 / 5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Advancements&#039;&#039;&lt;br /&gt;
* None Yet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Moment of Truth&#039;&#039;&lt;br /&gt;
* This is the moment when you show them exactly why you belong here. You do any one thing, take out any one enemy, no matter how insane, no matter how ridiculous, because that’s you. Their jaws are gonna drop when you’re done. Of course, pulling off a stunt like this tends to bring unwanted attention and a dangerous reputation...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Back to Main Spiderweb Page==&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Nevermet</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spolitism_for_Bogmoth&amp;diff=369861</id>
		<title>Spolitism for Bogmoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spolitism_for_Bogmoth&amp;diff=369861"/>
		<updated>2019-09-01T20:33:44Z</updated>

		<summary type="html">&lt;p&gt;Nevermet: /* YarGan? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spol_pic.png|600px|thumb|right|Natha&#039;s Well at Night during Sacred Time]]&lt;br /&gt;
This is background information for Spol, Spolites, and Spolitism for the game [[Scarlet_Reeds]], and specifically for the character Dapyx Bogmoth.&lt;br /&gt;
&lt;br /&gt;
=General Information=&lt;br /&gt;
[[File:Spol.png|600px|thumb|right|Map of the Spolite Cultural Area]]&lt;br /&gt;
==Geography &amp;amp; Politics==&lt;br /&gt;
Spol is a cloudy land full of large ruins and small villages.  The modern-day Satrapy is within the Western Reaches of the Lunar Empire, being the stretch of land bordered by the Poralistor River in the North, the Oronin River to the east, the Brass Mountains to the south, and the Sweet Sea to the west.  The cultural region is larger than the Satrapy, continuing to the east to include the cities of Petela and Hariij, the Darsen Hills, and the haunted bog known as Natha’s Well.  Consequently, there are a substantial number of Spolites within the Satrapies of Karasal and Oronin, in addition to Spol itself.&lt;br /&gt;
&lt;br /&gt;
As a group, the Spolites are a relatively loyal to the Lunar Empire for three reasons.  First, they view the Lunars as liberating them from their Carmanian persecutors.  Additionally, Lunar religion and philosophy has a deep connecting to both Natha and Gerra, two central goddesses for the Spolites.  Finally, the Spolites are somewhat tolerant of the Lunar use of Chaos, since their own traditions are about dealing with inhuman monsters.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Spolitism is an animist and theist religion found in that focuses on the underworld and the propitiation of often hostile spirits.  While Spolitism has some similarities to the Jernotian Way, there is a greater role for shamanic practices, as well as the cults of Vogestes the Spearman, Derdromus the Hungry One, Natha the Balancer, and Gerra the Moon of Sorrow.  Spolitism also speaks less of a unified group of “High Gods” who rule from the mountain top.&lt;br /&gt;
&lt;br /&gt;
Human sacrifice has a constantly changing role in Pelanda before The Dawn.  It was promoted by YarGan, banned by Gartimirus and Idomon, defended by Natha, and relied upon during the Bleak Times (Greater Darkness).  Lenshi then banned it again in the Gray Age just before the Dawn.  One of the core beliefs of Spolitism is that the Old Gods do, in fact, demand human blood, and it therefore supports Natha and rejects Idomon, Jernotia, and Gartemirus on a key issue of workship.  &lt;br /&gt;
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The Spolites deny the the Bleak Times every truly ended.  We still live in a world defined by death and suffering and confusion, even if it now happens under the sun half the time.  The Spolites learned to negotiate and appease dark powers and forces other people attacked or escaped.  As a result, their crops grew, they remembered oral histories that differed from those found in the great cities of the Upper Oronin, and they were able to remain in their homeland.&lt;br /&gt;
&lt;br /&gt;
Spolitism is based on a reading of the Velortinian Principles where if a people accepts that a god helps the people, then the people must accept the god’s price for help.  If gods require human blood – and the Spolites believe many of them do – then one must give them blood as long as the Gods maintain the covenant.  For the Spolite, true mystical union will involve an integration of the living world and the underworld.  This eschatological moment is called DerMaElsor, or “The Return to the Mother Greater than Self.”  Everyone and everything dies, including the world, which is the fullest moment of this return.  Separation before union (life before death), however, has become useful and important as it creates an opportunity to reflect and understand that is not possible if everything merely stayed unified.&lt;br /&gt;
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Additionally, many (but not all) of the sacrificial acts involve willing participants.  Indeed, the magic is infinitely more powerful this way, and Spolites are quick to point out that murder was only created because the Old Gods were denied their blood.  Spolite myths of the Red King and Gerra’s dismemberment highlight the importance of the holy victim choosing what occurs. &lt;br /&gt;
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==Spolitism Through History==&lt;br /&gt;
===Dawn===&lt;br /&gt;
At the Dawn, Spolitism did not fully exist, as Lendarsh had achieved hegemony throughout Pelanda during the Gray Age, partly by reestablising the Jernotian High Gods.&lt;br /&gt;
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Contrary to popular belief, Spolitism did not develop in response to Nysalor.  Rather, Spolitism&#039;s practices of propitiation and human sacrifice were rediscovered when the Aldryami reforested Pelanda.  By propitiating resurgent nature, Northern communities were able to survive while surrounded by Elven forests.&lt;br /&gt;
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Spolitism became useful against Nysalor, as its darkness magic was both powerful and not easily assimilated by Nysalor&#039;s Bright Empire.  Spol and its Elven allies resisted both Dara Happa and Nysalor for generations.  In part, this was due to powerful magics that enshrouded Pelanda is Shadow, weakening the magics of Light and Sky and Fire.  The Aldryami continued an alliance of sorts with the Empire of Gloom, and they were reveared, especially in the Gardens of Karresh.&lt;br /&gt;
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===Spolite Empire Era===&lt;br /&gt;
When the Bright Empire collapsed, Spolitism grew in both power and sophistication as it developed contact with the new Uz kingdom of the Yolp Mountains created by Arkat.  Spolitism before this was a religion focused on Darkness and the Underworld without a strong connection to the Uz.&lt;br /&gt;
&lt;br /&gt;
The new version of Spolitism sought to quicken cosmic reunion, DerMaElsor, which it understood as the Underworld absorbing the material world.  Gradually, a religion based on negotiating with the Dark became ruled by agents seeking to promote Darkness.  The Uz never truly united with the Spolites, but encouraged Spol&#039;s war against the Sun in the name of the Underworld.&lt;br /&gt;
&lt;br /&gt;
===Carmanian Empire Era===&lt;br /&gt;
The second half of the Imperial Age is marked by the fall of the Spolite Empire at the hands of the Carmanians.  This was a more dramatic political upheaval than a social upheaval, since Carmanianism accepted that in the end Ganesaturus was redeemed by Idovanus.  &amp;quot;Old Spolites&amp;quot; survives in the mountains and near the bogs, however, where they told very different myths about Idovanus and GanEstoro, and where they still practices human sacrifice to appease many things that did not wish humanity well.  At the same time, the Carmanians feared a resurgence of the Spolites, and depleted Spol of any resources that could be used against the Shahs.&lt;br /&gt;
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===The Third Age===&lt;br /&gt;
In the Third Age, Spolitism has experienced complex transformations.  The Lunar religion has borrowed heavily from Spolitism, claiming Gerra and Natha as their own.  There is therefore a spectrum of Spolitism.  On the one end, there is a sophisticated, urban, and fully Lunarized version.  This is the version that rebuilt Dezarpovo.  On the other end, there is a rural, illiterate, traditionalist form that relies on oral tradition, In its extreme forms, this version of Spolitism rejects that Gerra and Natha are manifestations of Sedenya, deny Gerra is a moon at all, and see the Lunars as just another group of people who worship something in the sky in pursuit of the delusion to create a world without suffering.&lt;br /&gt;
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=A Personal View of Spolite Life: What my Maskmaker Told me=&lt;br /&gt;
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==Who are You?==&lt;br /&gt;
I am the Rahl the Maskmaker, caretaker for our ceremonies.  I help our village understand the gods’ masks and desires.  I am answering your questions, but please be brief: I must be ready to serve the Red King tonight, as Sacred Time comes to an end.&lt;br /&gt;
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==Who Are We?==&lt;br /&gt;
We are known as the Spolites, those who remember the Spiral Path of Pain.  In the Bleak Times, the Bulls called our lands the “Hold and Starve Cities,” and Lendarsh the Liberator called us “the Hungry Ones” before the Dawn.  We were hungry because we kept the old ways.  Our obligations to the Old Gods did not end when our bellies were empty. &lt;br /&gt;
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In the time of Bright Empire, we were not seduced by the philosophies of the New God and the splendor of Dara Happa, for Velortina taught us one cannot simply make any God one wants.  We hid, we waited, and when the Dead Sky helped block the sun in our land, we fought and won.&lt;br /&gt;
&lt;br /&gt;
Of course, with power comes a poor memory, and we forgot our debts.  So Natha sent Logicians from the West to bring us low.  First Syranthir, then Karmanos, and then the rest of their arrogant line.  They took our kingdom, and they kept us low for generations.  Then Natha brought them low, after the truths of Gerra allowed for the Red Moon to rise.&lt;br /&gt;
&lt;br /&gt;
==What Makes us Great?==&lt;br /&gt;
We know our debts, we accept that death is, and we know Natha will eventually all back to balance, even herself.  We know the time of DerMaElsor will come, when all is reunified and life and death embrace in Hagu.  We value survival and scoff at false virtue.  We have no time for fanciful tales of a world without pain, for we know such stories cause trouble.  Most importantly, however, we know the Bleak Truths:&lt;br /&gt;
* Night always returns, Shadow Never Leaves,&lt;br /&gt;
* Death Is,&lt;br /&gt;
* If we are not Light we are Dark,&lt;br /&gt;
* All life is suffering but not all suffering is life, and&lt;br /&gt;
* The Old Gods demand payment in blood.&lt;br /&gt;
&lt;br /&gt;
==Where do we Live?==&lt;br /&gt;
We live in the villages of Cardo Valley in Spol.  I suppose it is a poor valley in many ways, for it is almost hidden in the foothills of the Brass Mountains, and Cardo Creek is a modest tributary for the Poralistor River.  Still, this gives us a clear benefit: The Strangers who claim to fear us do not bother us here.  We keep our old ways, unmolested.&lt;br /&gt;
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And remember: we live in the villages of the valley.  We journey to the forests or quarries, when we prepare correctly, but that is not our home.  Other things live in the woods and hills.  Do not disturb them.&lt;br /&gt;
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==How do we Live?==&lt;br /&gt;
We grow our grain, we tend our animals, and we save our hearts for the moments they should beat.  We thank the Marzi Kanara, the spirits of nature, for their help, and give them the tribute they are due.  Our hunters put their despair in their javelins, and they bring us game.  Our farmers dedicate their harvests to Hallo.  During Sacred Time, we crown our Red King, who we celebrate and care for, before we enact the Rite of One Beauty, sending his spirit to Mount Jernalf to renew the land.&lt;br /&gt;
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==What is important in life?==&lt;br /&gt;
Survival and responsibility are of utmost importance.  Do not be reckless, do not be frivolous.  Be somber, be aware, act accordingly.&lt;br /&gt;
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==Who Rules Us?==&lt;br /&gt;
The village’s Elders ensure we do as we should.  The Satrap of Spol is a man with many swords but only one arm named Alehandro.  His mother is a powerful Spolite who knows her debts.  Beyond the land of Spol, we are ruled by the Red Goddess and her Emperor.  They freed us from the Carmanians, and they learned from us.  We respect their power and give them what they are due.&lt;br /&gt;
&lt;br /&gt;
==What Makes a Man Great?==&lt;br /&gt;
You are too fascinated with Greatness… It will End you, child.  But if you insist, “greatness” is achieved through sacrifice, repayment, and suffering.  The truly great are rare because few truly balance their scales.  They a freedom you and I can barely imagine.  &lt;br /&gt;
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Many fools strive for that greatness and ruin much.  Listen to me now, child: to desire greatness is to invite the Balancer to bring you low.  There are better things to desire the greatness.  The great die just as much as the weak, afterall.  Sometimes, they even die more.  And if you truly wish it, Gerra calls.&lt;br /&gt;
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More generally, know and pay your debts, as your place in the Final Kingdom is determined by your remaining debts.  You have a debt to DenegEria to make the most with the gift of life.  You have a debt to your clan.  You have a debt to the Gods.  If you are lucky, you will pay them off enough to avoid angering others.  If you are unlucky, you will fall so far into debt that your blood is the only worth you have.  &lt;br /&gt;
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==What is my Lot in Life?==&lt;br /&gt;
You will likely struggle and bleed for your family and your valley.  Perhaps you will simply live a long time and then join the Final Kingdom.  Perhaps, if the Forces attend to you, we will crown you a Red King, and then you will have as lovely a year as we can give you, I promise.  Or perhaps, if you desire “greatness” or your debts go strange, you will leave our valley and see the world.  I pray the latter does not happen to you.  It is harder to know and pay your debts in the world than in the valley.&lt;br /&gt;
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==How do We Deal With Others?==&lt;br /&gt;
If they can be recognized as Spolites, we will give them their due.  If they are strangers, we will guard what is ours, and assume they do the same.  We will, of course, be prepared if they try to take what is ours.  Perhaps they are starving, perhaps they are greedy.  Either way, theft has been around as long as different beings.  I have heard the Storm Tribe talk of “Hospitality”, and it is a horrible idea that invites Daak in.  Never trust Daak.&lt;br /&gt;
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==Who are our enemies?==&lt;br /&gt;
Our Red Emperor tells us the Storm Worshippers to the South are our enemy, but it would be more accurate to say that they are his enemy, and we fight them out of our debt to Him.  The Carmanians are often our foe, as they hate us and spew nonsense about truth only coming from light.&lt;br /&gt;
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==What is Evil?==&lt;br /&gt;
Evil is denying your debts, forcing others to pay them for you, and theft.  Evil is the refusing of one’s obligations.  Daak is evil because he had no right to the treasures in the House of Virtue.  The Incompletes are evil for they wish to break and ruin out of spite.  The Blue Men were evil for taking the land, as the Dara Happans more recently.  Evil denies there are other beings in the world beyond one’s own happiness.&lt;br /&gt;
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==Do We Worship Evil, As Others Claim?==&lt;br /&gt;
Of course not.  You have been told that we worship the Evil God of the Lie.  But I say to you that we worship Vogestes the Spearman, the Inspired One.  He taught us that Death Is, and he taught us how to make proper sacrifices.  His truth is that sacrifice makes the world.  And his sacrifices are made in honor of GanEstoro the Shadow Mountain.  Other Pelandans call him Turos, but we know him by this name, and we know he never stopped desiring human sacrifice.&lt;br /&gt;
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You have heard human sacrifice is evil, but I say to you that the Old Gods demand human sacrifice, as is their right.  Thus, it is not evil.  To claim otherwise is not enlightened, it is foolish.&lt;br /&gt;
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You have heard that Derdromus is the evil Monster Man.  But I tell you ViSaruDaran stole what was not his, and he chased Derdromus home to wander the surface as a monster.&lt;br /&gt;
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We do not worship evil, but accept the world and the gods within it.  It may be dark, but it is true, and good can only come from what is true.&lt;br /&gt;
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==Can You Tell Me More on Those We Worship?==&lt;br /&gt;
Who do you wish to know?&lt;br /&gt;
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===Vogestes, the Red King, and Yargan?===&lt;br /&gt;
[[File:Black_Mountain_of_Pelanda.png|600px|thumb|right|The Black Mountain, Throne of GanEstoro, Temple of Vogestes]]&lt;br /&gt;
One of the secrets we know in Spol is that these three are all one man.  Vogestes stayed apart from the tribe, and in doing so realized that death exists.  He taught us how to to make and sustain the world by making sacrifices.  Just as Idomon is the Prophet of Idovanus the Creator, Vogestes is the the Agent of GanEstoros.&lt;br /&gt;
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Later, Vogestes became the Red King in Naveria.  He was a good ruler, a loving husband to Naveria, and tragically, he was also her father.  He proved his nobility by accepting his fate when Natha sacrificed him.  In doing so, he ensured his land would be renewed as he had been.&lt;br /&gt;
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===Gerra?===&lt;br /&gt;
[[File:Gerra.png|300px|thumb|right|Ancient Mural of Gerra at Dezarpovo, Restored by Lunars]]&lt;br /&gt;
Gerra is the black moon, and she is known as Sorrow, for she understood better than most how suffering and injustice work in the world.  She constantly spoke truth, which made her unpopular.  She sacrificed herself to create hope in darkness.&lt;br /&gt;
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===Turos and GanEstoro?===&lt;br /&gt;
Turos is the God of Power, and we know him as GanEstoro, Turos of Gan, the God who Gives and Takes.  His Kingship is based on might, relationships, and choice.  We worship him at the Black Mountain Throne, and he makes his proclamations through the cracks in the caves.  Responsible only to himself, we offer him tribute so that he may aid us when we need it.  His capriciousness is dangerous, but it also has created the world we know and it was he who stole the secrets of iron from the Mostali.&lt;br /&gt;
&lt;br /&gt;
Eventually, his actions brought him into conflict with Idovanus and the Law.  After a great struggle, GanEstoro admitted the Law must exist to allow the world to exist, and Idovanus admitted the Law has limits to allow the world to exist.&lt;br /&gt;
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===YarGan?===&lt;br /&gt;
YarGan was a powerful worshipper of GanEstoro who ruled a realm far to the West.  The Blue People aided his travel to Wendaria, and his father gave him a spear made by the Bluesmiths of the Brass Mountains.  Under his rule, he promoted the ways of proper sacrifice like Vogestes, and his rule used the Logicians and their sorcery to create stability beneath a broken sky.  He created the first city in Wendaria.  He was eventually overthrown by the warlord Daxdarius, and the Angry Bull Bisos.  He was too powerful to truly defeat, however, and he took another name to become the God of Plenty and Victory.&lt;br /&gt;
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===Derdromus?===&lt;br /&gt;
Derdromus is the Final Winner, the once and future king of the Underworld.  Turos invaded the underworld to find a wife, and while there he also took the underworld and all its treasures.  Derdromus thus became the Monster Man, wandering the surface and causing strife as he seeks what he lost.  Derdromus is a terrifying force that must be appeased.  Upon his throne, he is divine right, for good and for ill. &lt;br /&gt;
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===Azerlo?===&lt;br /&gt;
Azerlo is the wife of Derdromus, she is compassion, for good and for ill.  Supposedly, others call her Xiola Umbar, but that is not the name she told us.  Derdromus and she are estranged since she was tricked into helping Turos.&lt;br /&gt;
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===Natha?===&lt;br /&gt;
Natha is the Balancer, the daughter and synthesis of the Oath Avengers Nansha and Naquasha.  She brings low those who have become great by ignoring obligations to the Old Gods, and enforces the rights of the ones who made the world.  The Lunars believe they follow Natha.  We will see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Idovanus?===&lt;br /&gt;
Idovanus is the god of order.  He wants everything to be clean and organized, which is sometimes good and sometimes not.  He eventually came to blows against GanEstoro, whose sacrifices and survival were not clean and tidy.  Their fight, and truce afterwards, defines our world.  Unfortunately, Carmanos and his followers both exalt and misunderstand, thinking he is a perfect deity.  This has caused misery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gartemirus?===&lt;br /&gt;
Gartemirus was a good and wise ruler, but he believed he could create a society free of suffering or sacrifice.  Natha constantly pointed out the error of this.  After a millennium of trying to perfect society, he gave up, and his kingdom promptly collapsed.&lt;/div&gt;</summary>
		<author><name>Nevermet</name></author>
	</entry>
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