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=== A Fantasy Despoiled ===
 
=== A Fantasy Despoiled ===
  
Approximately 75 years ago, the world of Magipunk was much different: a typical feudal swords and sorcery world. That world, now gone, is much of what you'd expect from Tolkienesque fantasy. There were large human kingdoms ruled by nobles that oversaw peasants who mostly farmed. Small cities with tradesman and artisans, and what little power those commoners had was collected into trade guilds. There was a well-developed religion worshiping six gods, and the Churches were the major check on Noble power.  
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Approximately 75 years ago, the world of Magipunk was much different: a typical feudal swords and sorcery world. That world, now gone, is much of what you'd expect from Tolkienesque fantasy. There were large human kingdoms ruled by nobles that oversaw peasants who mostly farmed. Small cities with tradesman and artisans, and what little power those commoners had was collected into trade guilds. There was a well-developed religion worshipping six gods, and the Churches were the major check on Noble power.  
  
 
Magic existed in that world: Sorcerers were able to do wondrous feats, but they required mana to power their magic, and mana could be generated only be rigorous ascetic training, or sincere religious belief. Sorcerers tended to be either devout holy men, or hermits living in seclusion from society.  
 
Magic existed in that world: Sorcerers were able to do wondrous feats, but they required mana to power their magic, and mana could be generated only be rigorous ascetic training, or sincere religious belief. Sorcerers tended to be either devout holy men, or hermits living in seclusion from society.  
  
In the deep forests, ancient and wise Elves lived a life much removed from humans, their lives revolving around husbanding the forest, changing and altering their still-living environment for their own use, and for aesthetic enjoyment. Meanwhile, mercantile Dwarves were the most technologically advanced race, enjoying plentiful trade with the more numerous humans. Finally, at the edges of the civilized worlds, brutal Orcs skulked and raided, and occasionally even sent armies against the nobler species. Occasionally, a dragon would wake from decades-long slumbers and terrorize the land until it either again vanished into sleep, or was found and killed, generally at great cost.  
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In the deep forests, ancient and wise Elves lived a life much removed from humans, their lives revolving around husbanding the forest, changing and altering their still-living environment for their own use, and for aesthetic enjoyment. Meanwhile, mercantile Dwarves were the most technologically advanced race, enjoying plentiful trade with the more numerous humans. Finally, at the edges of the civilized worlds, brutal Orcs skulked and raided, and occaisionally even sent armies against the nobler species. Occaisionally, a dragon would wake from decades-long slumbers and terrorize the land until it either again vanished into sleep, or was found and killed, generally at great cost.  
  
This fantasy world had been stable, changing in the specifics but not the broad generalities, for hundreds of years. But it changed practically overnight.
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This fantasy world had been stable, changing in the specifics but not the broad generalities, for hundreds of years. But it changed practically overnight.  
  
 
=== Religion for Sale ===
 
=== Religion for Sale ===
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Similarly, Dragons were hunted basically to extinction. When one awoke from its slumber to raze the countryside now, it was greeted by magic powerful enough to knock it from the sky and burn it to mere bones.  
 
Similarly, Dragons were hunted basically to extinction. When one awoke from its slumber to raze the countryside now, it was greeted by magic powerful enough to knock it from the sky and burn it to mere bones.  
  
Elves, on the other hand, had an expertise that humanity desperately needed: The ability to make Passion. Elves were assimilated: their secluded forests first invaded by tradesmen, and then their people tempted with offers of ludicrous wealth to move ever closer to the centers of human industry in order to more efficiently serve the needs of the Church-Mills. Humanity held Elves with a powerful carrot and stick: those who cooperated were rewarded with the benefits of living as an upper-class individual in the magic-rich human society. Behind that was the unstated but ever-felt threat that what happened to Orcs could happen to Elves, too; humans can produce Passion themselves, if they need to.  
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Elves, on the other hand, had an expertise that humanity desperately needed: The ability to make Passion. Elves were assimilated: their secluded forests first invaded by tradesmen, and then their people tempted with offers of ludicrous wealth to move ever closer to the centers of human industry in order to more efficiently serve the needs of the Church-Mills. Humanity held Elves with a powerful carrot and stick: those who cooperated were rewarded with the benefits of living as an upper-class individual in the magic-rich human society. Behind that was the unstated by ever-felt threat that what happened to Orcs could happen to Elves, too; humans can produce Passion themselves, if they need to.  
  
 
The Dwarves, seeing the fate of the Orcs and the Elves, withdrew from the world. They abandoned their trading posts and shallower mines, and withdrew to their cities deep beneath the mountain, hoping to escape the long arm of humanity. Thus far, they have been succesful.
 
The Dwarves, seeing the fate of the Orcs and the Elves, withdrew from the world. They abandoned their trading posts and shallower mines, and withdrew to their cities deep beneath the mountain, hoping to escape the long arm of humanity. Thus far, they have been succesful.
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Atathorn, the jewel of the West, capital of the Kingdom of Branmir, is the city which most exemplifies the new order, the tumultuous modern world. A city of some two million souls, Atathorn is the largest population center in its region, and a center of trade, political power, and wealth. It houses such architectural wonders as the Dragon Gate and the oldest and largest in-city Elf District in the world.  
 
Atathorn, the jewel of the West, capital of the Kingdom of Branmir, is the city which most exemplifies the new order, the tumultuous modern world. A city of some two million souls, Atathorn is the largest population center in its region, and a center of trade, political power, and wealth. It houses such architectural wonders as the Dragon Gate and the oldest and largest in-city Elf District in the world.  
  
Atathorn is the home and power-base of the Glassmakers Alliance and the Roget Alliance, and the Spinners Alliance has recently established a major presence as well, and those three organizations shape its economic landscape, though the Arlan Alliance and the Millers Alliance also have toeholds in the city. Politically, the Royal Family, weakened by the depredations of the Alliances and Church-Mills elsewhere in the Kingdom, still have their potency in the capital.  
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Atathorn is the home and power-base of the Glassmakers Alliance, the Roget Alliance, and the Spinners Alliance, and those three organizations shape its economic landscape, though the Arlan Alliance and the Millers Alliance also have strong presences in the city. Politically, the Royal Family, weakened by the depredations of the Alliances and Church-Mills elsewhere in the Kingdom, still have their potency in the capital.  
  
 
Viewed from above, Atathorn looks like a messy series of concentric rings. At its center, the Royal Palace. Beyond that, old, walled Atathorn, the remnants of the medieval city. Surrounding that, the old trade districts, the part of the city that was new and urban in the days before Passion. And beyond that, the slums of the new order, the largest parts of the city, housing the countless peasant masses.  
 
Viewed from above, Atathorn looks like a messy series of concentric rings. At its center, the Royal Palace. Beyond that, old, walled Atathorn, the remnants of the medieval city. Surrounding that, the old trade districts, the part of the city that was new and urban in the days before Passion. And beyond that, the slums of the new order, the largest parts of the city, housing the countless peasant masses.  
  
Within these broad rings, you can find Atathorn's Temple District, its air sickly sweet with the smoke burned from two-ton blocks of incense, the sounds of endless chanting almost covered by the constant high-pitched jingle of tens of thousands of power tokens being moved through prayer-lines, then put in huge barrels and distributed across the city, and all of that overlayed by the subsonic hum of magical energy.  
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Within these broad rings, you can find Atathorn's Church District, its air sickly sweet with the smoke burned from two-ton blocks of incense, the sounds of endless chanting almost covered by the constant high-pitched jingle of tens of thousands of power tokens being moved through prayer-lines, then put in huge barrels and distributed across the city, and all of that overlayed by the subsonic hum of magical energy.  
  
Near the Temple District are the Alliance Mills, huge, non-descript buildings in which semi-trained peasants labour to create the goods of day-to-day life for those who can afford them. Here, the omnipresent smoke lacks the sweetness of the Church-Mills, and the tinkling of the power tokens is replaced by heavier clangs of iron and bronze. The streets are more broken under the heavy loads that the wagons carry, and the hum of unused magical power is replaced by the ozone smell and electrical feeling of magic being discharged in quantity.  
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Near the Church District are the Alliance Mills, huge, non-descript buildings in which semi-trained peasants labour to create the goods of day-to-day life for those who can afford them. Here, the omnipresent smoke lacks the sweetness of the Church-Mills, and the tinkling of the power tokens is replaced by heavier clangs of iron and bronze. The streets are more broken under the heavy loads that the wagons carry, and the hum of unused magical power is replaced by the ozone smell and electrical feeling of magic being discharged in quantity.  
  
 
The richest areas of Atathorn are characterized by stone, gothic architecture and beautiful gardens tended by Elves. The poorest areas by wooden shanties covered in illiterate grafitti while Goblin children beg in the gutters. But what unifies the city is a sense of lurching towards the future, unprepared, unready, but unwilling to stop or even slow down. Change is in the air, on the lips of the cult-gangs of the dockside, the worried creases in the brows of the Alliance guilders, even penetrating the befuddled numinous experiences of the Passion-addled Church-Mill workers.  
 
The richest areas of Atathorn are characterized by stone, gothic architecture and beautiful gardens tended by Elves. The poorest areas by wooden shanties covered in illiterate grafitti while Goblin children beg in the gutters. But what unifies the city is a sense of lurching towards the future, unprepared, unready, but unwilling to stop or even slow down. Change is in the air, on the lips of the cult-gangs of the dockside, the worried creases in the brows of the Alliance guilders, even penetrating the befuddled numinous experiences of the Passion-addled Church-Mill workers.  
  
Atathorn is a city on the brink. On the brink of what? Nobody knows.
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Atathorn is a city on the brink. On the brink of what? Nobody knows.  
  
 
= Setting Concepts =
 
= Setting Concepts =
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It is easy, when presenting an urban hellhole like Atathorn, and particularly when that urban hellhole is controlled by powerful forces like the Alliances, to fall into a mood of stasis -- to portray the city as timeless and unchanging. Remember that nothing could be further from the truth! Atathorn was a noticeably different city just ten years ago, and twenty years ago, it was almost unrecognizable. The slums of the New City are dingey and broken-down not because they're ancient and decrepit, but because they were cheaply made and hard-used.  
 
It is easy, when presenting an urban hellhole like Atathorn, and particularly when that urban hellhole is controlled by powerful forces like the Alliances, to fall into a mood of stasis -- to portray the city as timeless and unchanging. Remember that nothing could be further from the truth! Atathorn was a noticeably different city just ten years ago, and twenty years ago, it was almost unrecognizable. The slums of the New City are dingey and broken-down not because they're ancient and decrepit, but because they were cheaply made and hard-used.  
  
Atathorn, in fact, is probably the most rapidly changing, and most "advanced," location in the setting. It can help set a mood of change if this is acknowledged in the game -- if the PC's occasionally meet newcomers to the city from parts of the world that the high-magic economy hasn't transformed, yet, or if they hear from older friends about times in living memory when there were no Alliances, just Guilds and Nobles. The atmosphere of Atathorn, though desperate, is not hopeless or stagnant, and the supposed movers and shakers are at least as concerned about the future as the workers in the streets.
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Atathorn, in fact, is probably the most rapidly changing, and most "advanced," location in the setting. It can help set a mood of change if this is acknowledged in the game -- if the PC's occaisionally meet newcomers to the city from parts of the world that the high-magic economy hasn't transformed, yet, or if they hear from older friends about times in living memory when there were no Alliances, just Guilds and Nobles. The atmosphere of Atathorn, though desperate, is not hopeless or stagnant, and the supposed movers and shakers are at least as concerned about the future as the workers in the streets.
  
 
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[[Magipunk:Main_Page|Return to Magipunk index]]
 
[[Magipunk:Main_Page|Return to Magipunk index]]

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