Difference between revisions of "Flamepunk: People, Culture and Factions"

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(Culture)
(Major Factions)
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Since these organizations are so influential in the large and small activities of everyday life, each of them is given their own page.  
 
Since these organizations are so influential in the large and small activities of everyday life, each of them is given their own page.  
  
====[[Flamepunk: The Guilds|The Guilds]]====
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* [[Flamepunk: The Guilds|The Guilds]]: Massive corporate conglomerates with a tight grip on the throat of the (Name of World) economy.
 
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* [[Flamepunk: The Church of the Holy Flame|The Church of the Holy Flame]]: A sprawling religious bureaucracy that appeases the people while perpetuating the use of flamebinding magic.
Massive corporate conglomerates with a tight grip on the throat of the (Name of World) economy.
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* [[Flamepunk: The Hadar Families|The Hadar Families]]: Powerful families and clans woven together by a web of debts, marriages, and contracts going back thousands of years, the Hadar are involved in enterprises both legitimate and criminal.
 
 
====[[Flamepunk: The Church of the Holy Flame|The Church of the Holy Flame]]====
 
 
 
A sprawling religious bureaucracy that appeases the people while perpetuating the use of flamebinding magic.
 
 
 
====[[Flamepunk: The Hadar Families|The Hadar Families]]====
 
 
 
Powerful families and clans woven together by a web of debts, marriages, and contracts going back thousands of years, the Hadar are involved in enterprises both legitimate and criminal.
 
  
 
===Minor Factions===
 
===Minor Factions===

Revision as of 11:45, 30 January 2008

Flamepunk:Main Page -> Flamepunk: People, Culture and Factions

People

Culture

Factions

Major Factions

The world of Flamepunk is one of infighting, competing influence, and power brokering among powerful factions that seek to control the world, the people, and the magic. However, three major contenders for the role of "world domination" have arisen through the twists of history.

Since these organizations are so influential in the large and small activities of everyday life, each of them is given their own page.

  • The Guilds: Massive corporate conglomerates with a tight grip on the throat of the (Name of World) economy.
  • The Church of the Holy Flame: A sprawling religious bureaucracy that appeases the people while perpetuating the use of flamebinding magic.
  • The Hadar Families: Powerful families and clans woven together by a web of debts, marriages, and contracts going back thousands of years, the Hadar are involved in enterprises both legitimate and criminal.

Minor Factions

Pages related to this topic