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The Glassmaker's Alliance's security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies.  
 
The Glassmaker's Alliance's security forces wear a distinctive yellow tabard, and are referred to by the general populace as the Gold Guards or, derisively, the yellow-bellies.  
  
The eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other.  
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The the eponymous tabards of the Gold Guards are embroidered with a low powered protective spell (obsolesence varies from 1 to 3 – older tabards are retired), and the guards use a particular, and slightly odd, magically enhanced club. The club, which is about three feet long and fairly slim, has two long grooves on opposite sides in which slats can be inserted. These wooden slats hold the actual two spells that the clubs use – one spell designed to stun/put to sleep the victim of a hit from the club, the other designed to kill. The theory of these clubs was that the modular spells would allow the Gold Guards to flexibly respond to threats, while keeping costs down, as if one spell became dangerously obsolete, the other need not be replaced at the same time. In actual fact, the cheaply-made wooden clubs often fail to hold the slats properly, and having one slat fly entirely off the club is a not uncommon result of using the clubs in combat. The spells for the stunning and injuring similarly vary from obsolesence 1 to 3, and they are frequently of different obsolesence ratings from each other.  
  
 
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers' Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC's is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it's a huge headache to explain the discharge of a power token to the Glassmakers' suspicious accountants.  
 
The Gold Guards actually constitute the single largest police/military body in Atathorn, a fact of which the paranoid old guard of the Glassmakers' Alliance is painfully aware. As such, supervision of the Gold Guard is fairly tight. The Alliance forbids the Gold Guards from collecting or using their own weaponry or other sorcery on-duty, so a Gold Guard encountered by the PC's is actually likely to use his club and tabard. Gold Guards are issued two power tokens at all times (a testiment to the incredible wealth of the Glassmakers), but accounting for those power tokens is tight – if a Guardsman thinks he can get away with using just his physical abilities in a situation, he probably will, as it's a huge headache to explain the discharge of a power token to the Glassmakers' suspicious accountants.  
  
Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly "forgetting" to use the lower-power settings on their clubs and going straight to the kill setting.
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Gold Guards are decently paid, but almost universally despised in Atathorn, as the Glassmakers use them to squeeze the city tight. As such, most Gold Guards have a chip on their shoulder and something to prove, being used to the scorn of most of their peers. As such, brutality by the Gold Guard is unfortunately commonplace, particularly "forgetting" to use the lower-power settings on their clubs and going straight to the kill setting.  
  
 
== The Roget Alliance ==
 
== The Roget Alliance ==
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== Minor Alliances ==
 
== Minor Alliances ==
  
There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.
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There are several other Alliances, mostly of origin outside Atathorn, that also operate in Atathorn, albeit at a level an order of magnitude smaller than the big three.  Eventually, brief descriptions of these secondary Alliances should go here.
 
 
=== The Wavecrest Alliance ===
 
 
 
The Wavecrest Alliance is centered in a foreign city which does significant sea-trade with Atathorn, and so the Wavecrests have a small presence centered in the dockside areaThe Alliance is notably well-informed, with a good intelligence gathering side, but their centers of power lag significantly behind Atathorn in sorcerous technique, and their spells tend to be quite obsolete (usually Obsolescence 4-6).
 
 
 
=== The Ellithan Alliance ===
 
 
 
A major rival to the Spinners Alliance in other parts of the country, the Ellithan have never managed much of a foothold in Atathorn.  The few agents of the Alliance that exist in Atathorn can be relied on to be very interested in anything that will hurt the Spinners.
 
  
 
= The Government =
 
= The Government =
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== The City Watch ==
 
== The City Watch ==
  
The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren't much smaller.  Further, all three Alliance enforcer organizations are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.
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The beleagured civil police force of Atathorn finds itself, in the modern day, only the third largest police force in Atathorn -- both the [[#Gold_Guards|Gold Guards]] and the [[#The_Roget_Eagles|Roget Eagles]] are larger in manpower, and the [[#The_Spiders|Spiders]] aren't much smaller.  Further, all three Alliance guard forces are far better funded than the City Watch.  In an era of shrinking government budgets, the Watch has to choose their battles.
  
 
The most important thing to understand about the Watch is their mandate:  they <b>keep the peace</b>.  That's all.  Notably, they do not "solve crimes."  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they'll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they'll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they'll simply tell you that they don't have the budget, expertise, or manpower to track down the culprit and bring him to justice.
 
The most important thing to understand about the Watch is their mandate:  they <b>keep the peace</b>.  That's all.  Notably, they do not "solve crimes."  Their purpose is not to track down criminals or identify suspects; rather, they are charged with keeping the streets from becoming warrens of crime.  If a crime happens in view of a Watchman, they'll tend to give chase.  If a crime notably disturbs the public peace (like a brutal murder or a fight in the streets), they'll ask around and post pictures of the suspects.  But if your home is burgled, or your child kidnapped, and you go to the Watch, they'll simply tell you that they don't have the budget, expertise, or manpower to track down the culprit and bring him to justice.
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In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They've withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.
 
In the modern day, even this moderate goal of keeping the peace is beyond the Watch.  They've withdrawn all but the most token patrols from areas that are heavily patrolled by the Alliance guards, and similarly they keep out of the worst areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]].  The Watch restricts itself mainly to [[Magipunk:Setting:Atathorn#Uptown|Uptown]] (which is a low-crime area to begin with, and the patrols there are primarily a political manuever), and the more sedate areas of the [[Magipunk:Setting:Atathorn#The_Slums|Slums]] and [[Magipunk:Setting:Atathorn#Dockside|Dockside]], where they can make a real difference.
  
The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance enforcers earn, and it's not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they're somewhat better liked by the people than the Alliance enforcers, who are less open to bribery, but more inclined towards random brutality.  That's not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.
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The Watch is not so much corrupt as it is absolutely open about being buyable.  The wages earned by officers of the Watch are tiny in comparison to what Alliance guards earn, and it's not just expected but frankly necessary for the Watch to earn additional moneys on the side by taking bribes.  Ironically, though, for all the corruption that the Watch displays, they're somewhat better liked by the people than the Alliance guards, who are less open to bribery, but more inclined towards random brutality.  That's not to say that the members of the Watch are angels, and there have certainly been many cases of the Watch abusing their powers, ranging from bullying to outright attacks, but the very ineffectiveness of the Watch tends to reduce some of the tensions between it and the common people.
  
Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they're so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don't bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren't reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear, as it's likely to be on their own dime.
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Officers of the Watch are technically given spears and tabards, both with magical spells on them, but they're so ridiculously obsolete (Obsolesence 4-6) that most Watchmen don't bother to use them or, in the case of the heavy spears, even carry them.  The Watch follows a policy of looking the other way when a Watchman relieves a criminal of any armor or weapons that that criminal may be carrying, so in actual fact, most Watchmen have far more useful equipment in various non-standard configurations.  The Watch being poor as it is, the men aren't reliably issued power tokens at all -- they have to individually request them from extremely limited stores, and so most Watchmen are extremely stingy with actually activating their gear.
  
 
= Crime =
 
= Crime =

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