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Caverns Without Number
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==Nibiru== I don't want to spend too much time on this, because the whole point of the campaign is that you aren't there. But maybe a few notes won't go too far wrong. *There is a system of public education, welfare, and public works that is unrivaled in the world. If you don't find a useful occupation for yourself, you '''will''' be trained and pressed into service in some capacity or another. *Nibiru has the wealth to support its people, but no room for idlers and malingerers. Literally, physical space is at a premium. *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. *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. *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: **The Athenaeum is a tower most like a "university" program in Nibiru. Conventional scholarly and engineering students are likely to graduate from here. **The Scholomance is the tower dedicated to magic, both High Magic & 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. **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. **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't field a large army.
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