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“Take one of Voltaire's swift shining shafts of wit: "History is after all only a pack of tricks we play on
the dead." Ah, yes, how true it is, we say; and we are astonished that Voltaire could have been so
profound. Then we realize that he did not really mean it. To him it was a witticism intended to brand
dishonest historians, whereas we perceive that it formulated, in the neatest possible way, a
profound truth — the truth that all historical writing, even the most honest, is unconsciously
subjective, since every age is bound, in spite of itself, to make the dead perform whatever tricks it
finds necessary for its own peace of mind.”
-- Carl L. Becker, The Heavenly City of the Eighteenth-Century Philosophers (1932), Ch. II. New
Haven: Yale University Press, 1971, pp. 43–4.
1.1.2.2 Asia
The Imperial Drums rule Japan with an iron fist, hoping to undermine
the EA and the hated rogues of China, Korea and other Asian
nationalities. Their political power grew out of co-opting the Yakuza
syndicates, which were, in turn, used to drive out and exterminate any
other magical traditions, aside from their own Kotodama, on charges of
being ‘decadent, foreign blights’. (See Onmyodo for information on non-ID
magical traditions of Asia.)
The adepts of China and Korea thus greatly hate and fear the Imperial Drums,
although resistance to the Cabal from rogues in the region is scattered, due
to a combination of infighting, lack of support from the Tribes, fears of
breaking the masquerade to the Chinese government (whose reputation for
brutality and oppression make the prospect of their wielding magic a ‘doomsday
scenario’ amongst the West), an general shortage of magical knowledge, the
lasting effects of Illuminati adventurism (such as the Vietnam War and
their bombing of Cambodia) and Imperial Drum violence. Many rogues from
Asia instead travel to the Dreamlands and Australia, with the purpose of
operating with less restrictions and better resources.
1.1.2.4 Africa
Although the region has seen its share of chaos in the past, and the
sting of Apartheid still lingers in the south, it should be noted that
the continent of Africa is currently the safest and most stable area of
the world for rogue magicians. The strife of Cabalist intrigues is
remote here, with few entrances to the Dreamlands complicating things.
Quite a few rogues nearing their retirement years have their eyes on
carving out a peaceful life in Kenya or Madagascar, confident that they
will be removed from the discord and hostility that characterise the
hotspots of the Dreamlands. Not many of Africa’s rogues travel to the
Dreamlands, either visiting or immigrating.
1.1.2.6 Australasia
Western Australia (the city of Perth being most well-known) and New
Zealand belong almost entirely to the rogues and Tribes, with a few
Virtues outposts scattered amongst their territory for easy contact
with that Cabal. It is the most common source of Tribals and rogues who
have west European heritage. Meanwhile, the eastern part of Australia,
especially Sydney and Canberra, are controlled and maintained by the
Virtues, although they have little problem with most other adepts.
This region of the world is the fertile with gates to the Dreamlands
and deposits of raw mana materials. All magical factions thus have a
vested interest in the situation.
The surrounding countries, such as Indonesia and New Guinea, are mostly
devoid of adepts.
1.1.2.7 Europe
The European Alliance desires the domination of the Dreamlands and its
untamed adept populations, with the destruction of the Imperial Drums
being an obvious first step.
The Cabal has controlled Western Europe under the supervision of the
Illuminati since its forming in the last days of the Second World War,
gaining much of its power during the Cold War by appealing to
Illuminati anti-Communist sentiment. The Illuminati saw the chance to
guard against the red menace at the very borders of its Union, and thus
saw little problem with supplying the Cabal with plentiful resources.
The adepts of Russia and the Balkans, meanwhile, suffered under Soviet
oppression along with the rest of the Eastern European populace.
Although they tried to make an alliance against the mundane USSR
governments, they found their pleas falling on deaf ears. The EA had
nothing but suspicion and contempt for Slavs, seeing their calls for
assistance as merely opportunities to be betrayed by shifty and
desperate rogues. The EA wanted to destroy the USSR, yes, but they
wanted to destroy it THEIR way and with THEM getting the full credit
for it. When the Illuminati fell, rogues in Eastern Europe flooded into
the Dreamlands non-stop, looking for any chance that the Tribes would
give to them to strike back at the EA.
Alhambra
Population: 25,000 (Search +1)
Terrain: Plains
Appearance: Attractive (+1)
Hygiene: +2
Normal Mana (Common Enchantment)
Language: English
Literacy: Native
TL: 8^
Wealth: Comfortable (2x)
Status: -2 to 6
Government: Thaumatocracy, Matriarchy, Military Government
CR: 3 (Corruption -1)
MR: $2.6M
Defense Bonus: +12
Notes: Important Dreamlands outpost for the Virtues Cabal (78% of
population are Virtues Cabalists), +2 for most search rolls related to
the Virtues. Magic is highly visible, magic items and magi-tek are sold
here, +1 for search rolls related to getting such items. TL 8^ is
effectively 9 or 10 in some rich and military areas, although there are
no penalties for lower personal TL. CR +1 for non-Virtues. 10% of the
city’s population are mundanes, 85% of the population are female.
Atlantis
Population: 10,000 (Search +1)
Terrain: Reef, Sealed
Appearance: Beautiful (+3)
Hygiene: +1
High Mana (Very Common Enchantment)
Language: English, Cantonese, Mandarin, Arabic, Russian, Latin
Literacy: Native
TL: 8
Wealth: Wealthy (5x)
Status: -2 to 6
Government: Thaumatocracy, Corporate State
CR: 4 (Corruption -4)
MR: $6.5M
Defense Bonus: +12
Notes: Capital city and corporate HQ of the Friends of Wisdom Tribe
(78% of population are FoW Tribals), +3 to search rolls related to that
Tribe. CR+2 for mundanes (enslavement of mundanes is legal here), CR+1
for non-FoW factions, CR-1 for free enterprise. Centre of
thaumatological research and the enchanted time market, +2 to search
rolls related to those fields. Magic is ultra visible, the city itself
is an underwater structure magically maintained and built, with
entrance to and exit from requiring either gate travel or underwater
vehicles (submarine, bathysphere, etc.). Population is 59% female.
Inferno
Population: 38,000 (Search +1)
Terrain: Desert, Plains
Appearance: Attractive (+1)
Hygiene: +0
High Mana (Common Enchantment)
Language: English, French, Spanish, Portuguese, Cantonese
Literacy: Accented
TL: 8
Wealth: Comfortable (2x)
Status: -2 to 3
Government: Sanctuary, Anarchy
CR: 1 (Corruption -1)
MR: $190
Defense Bonus: +5
Notes: Capital city of Tribe Hands of Glory (75% of population are HoG
Tribals), +3 to search rolls related to that faction. Popular criminal
hangout and mercenary company recruiting ground, +2 to search rolls.
Magic is highly visible, the enchanted item market is mostly
unregulated, +2 to search rolls. Population is 73% female and 18%
mundane.
Barter Town
Population: 74,000 (Search +2)
Terrain: Swampland, Enclosed
Appearance: Unattractive (-1)
Hygiene: -1
Normal Mana (Common Enchantment)
Language: Spanish, Cantonese, Mandarin, Russian, English, Swahili
Literacy: Accented
TL: 8
Wealth: Comfortable (2x)
Status: -2 to 3
Government: Sanctuary, Anarchy
CR: 0 (Corruption -3)
MR: N/A
Defense Bonus: +5
Notes: One of the largest cities in the Dreamlands, not controlled by
any one faction, hotspot for the black market and several organised
adept crime gangs, +3 to search rolls related to illegal activity and
‘underground interests’. Magic is highly visible, the enchanted item
market is unregulated, +2 to search rolls. 9% of the population are
mundane, only 18% of the permanent population are citizens of a Tribe
or Cabal, most are simply rogues.
Pandemonium
Population: 6,700 (Search +0)
Terrain: Plains
Appearance: Average (+0)
Hygiene: +0
Normal Mana (Common Enchantment)
Language: Spanish, Greek, Italian, Latin
Literacy: Accented
TL: 8
Wealth: Average (1x)
Status: -2 to 3
Government: Sanctuary, Anarchy
CR: 1 (Corruption -0)
MR: $87,100
Defense Bonus: +5
Notes: A Hands of Glory aligned city, Pandemonium prides itself on its
extensive entertainment industry and opportunities to let loose, +1 to
search rolls related to the Hands of Glory, +3 to search rolls for a
‘good time’, both wholesome (games, sport, music, festivals, shows...)
and illicit (drugs, sex, fights...). Magic is ultra visible, the
enchanted item market is unregulated but somewhat lacklustre in range
and supply, +1 to search rolls.
Lightning Rod
Population: 8,000 (Search +0)
Terrain: Mountain, Enclosed
Appearance: Average (+0)
Hygiene: +2
High Mana (Very Common Enchantment)
Language: Korean, English, Greek, Latin
Literacy: Native
TL: 8
Wealth: Comfortable (2x)
Status: -2 to 3
Government: Clan/Tribal, Municipality, Bureaucracy
CR: 4 (Corruption -0)
MR: $2.08M
Defense Bonus: +14
Notes: A Watchtower aligned city that is mostly run by the Korean
Military clans and some trade unions, with only some supervision by the
Panopticon administration, +2 to search rolls related to Tribe
Watchtower. The city itself revolves around the military base and
thaumatological research station, with most resources allocated to
reconnaissance of the Dreamland wilds and surveillance on the other
factions. CR+1 for Non-Watchtower Tribals, CR+0 for Virtues Cabalists and
mundanes, CR+2 for other Cabalists (if Cabal is not banned completely), CR-2
for workers’ rights. Magic is ultra visible here, but the enchanted item
market is restricted and civilians are rarely given many rights compared to
military personnel and government scientists.
Lost Vegas
Population: 11,300 (Search +1)
Terrain: Desert
Appearance: Beautiful (+3)
Hygiene: +1
Normal Mana (Common Enchantment)
Language: English, Spanish
Literacy: Native
TL: 8
Wealth: Comfortable (2x)
Status: -2 to 4
Government: Thaumatocracy, Military Government
CR: 4 (Corruption -3)
MR: $2.938M
Defense Bonus: +12
Notes: One of the few surviving Illuminati enclaves left after the
plague (49% of the population are former Illuminati), Lost Vegas was
once a jewel of show business, gambling, vice and luxury. After the
plague hit and the Cabal fell, it was slowly repurposed into a
fortified military outpost for the former Illuminati, although not
totally (+2 to search rolls related to ex-Illuminati, criminal activity
and gambling). Magic is ultra visible. The enchanted item market is
officially restricted, but the black market for magical resources is
open, extensive and hungry for money (+2 to search rolls).
Shangri La
Population: 27,300 (Search +1)
Terrain: Mountain
Appearance: Beautiful (+3)
Hygiene: +1
Normal Mana (Common Enchantment)
Language: Cantonese, Mandarin, Xiang, Gan, Hakka, Min Bei, Min Dong,
Min Nan, Wu
Literacy: Native
TL: 8
Wealth: Average (1x)
Status: -2 to 3
Government: Sanctuary, Representative Democracy
CR: 3 (Corruption -1)
MR: $1,419,600
Defense Bonus: +7
Notes: One of the more obscure cities in the Dreamlands, but still very
important in a political and economic sense, it is mostly home to
rogues of Chinese heritage (82% of population are citizens of China who
have travelled to the Dreamlands), stereotypically one who have
campaigned for democracy or oppose the Imperial Drums Cabal. The city
itself is built on the highest and steepest cliff of a large mountain
side, and the architecture displays several kinds of finely crafted
Chinese art that are visible from quite a distance. Although there are
no official laws against it, people of Japanese heritage are not
welcome here (Imperial Drums are attacked on sight) and some other
Asian nationalities are given a cold shoulder – although there is a
significant community of people from Tibet and Nepal who have found a
new home here.
Eden
Pagan’s Landing
Population: 2,300 (Search -1)
Terrain: Plains
Appearance: Ugly (-2)
Hygiene: -1
High Mana (Very Common Enchantment)
Language: Russian, English, Spanish, Greek
Literacy: Accented
TL: 8
Wealth: Poor (1/5x)
Status: -2 to 2
Government: Sanctuary, Anarchy
CR: 0 (Corruption -4)
MR: N/A
Defense Bonus: +5
Notes: One of the worst dirt holes in the Dreamlands, Pagan’s Landing
is described as “the filthy, unemployed, drunk, violent younger brother
of Barter Town” and they aren’t lying. The petty rogue gangs and
bandits populate this ramshackle town, getting by on a diet of robbery,
black market racketeering, slave trading and chaotic violence, +2 to
search rolls related to criminal activity and the black market. Only a
decent run of luck in the raw mana trade stops the town from descending
completely into useless squalor and crushing poverty.
Elysium
Population: 12,100 (Search +1)
Terrain: Plains
Appearance: Beautiful (+3)
Hygiene: +1
Normal Mana (Common Enchantment)
Languages: French, Greek, German
Literacy: Native
TL: 8^
Wealth: Comfortable (2x)
Status: -2 to 6
Government: Thaumatocracy, Representative Democracy, Municipality
CR: 4 (Corruption -2)
MR: $3.146M
Defense Bonus: +12
Notes: Also known as “Neo-Paris”, this EA-aligned city (76% of the
population are Cabalists) is well known for its rich culture, its well
trained guardian militia and diverse thaumatological research
(including magi-tek), +2 to search rolls related to those areas. It is
also one of the few EA controlled territories where street crime and
mob activity are on the rise and visible, +1 to search rolls related to
the underworld. Magic is highly visible here, a key part of its
recreation of French and Greek art. CR+1 for non-EA Cabalists and CR+2
for rogues and Tribals – Imperial Drums are banned completely, maybe
shot on sight. TL 8^ is effectively 9 in some rich and military areas,
although there are no penalties for lower personal TL.
Tartarus
Population: 8,600 (Search +0)
Terrain: Island/Beach, Underground
Appearance: Unattractive (-1)
Hygiene: +1
Normal Mana (Common Enchantment)
Languages: Greek, Italian
Literacy: Native
TL: 8^
Wealth: Struggling (1/2x)
Status: -2 to 4
Government: Thaumatocracy, Representative Democracy, Municipality
CR: 4 (Corruption -1)
MR: $559,000
Defense Bonus: +11
Notes: Despite its position as the EA-aligned city (92% of the
population are Cabalists, +3 to search rolls related to the Cabal)
closest to Very High Mana zones and several raw mana mines, the city of
Tartarus is mostly known as an economically disappointing hole-in-the-
ground. Multiple attacks on the city by antagonistic rogues, combined
with worsening conditions in the mines, have made the underground and
dreary municipality the butt of many jokes to the other EA cities.
Magic is highly visible here, but its application is mostly focused on
defense and mining rather than residential areas and fancy businesses.
CR+1 for non-EA Cabalists and CR+2 for rogues and Tribals – Imperial
Drums are banned completely, maybe shot on sight. TL 8^ is effectively
9 in some rich and military areas, although there are no penalties for
low TL.
Utopia
Population: 3,200 (Search -1)
Terrain: Plains
Appearance: Very Beautiful (+4)
Hygiene: +2
Normal Mana (Common Enchantment)
Languages: German, Latin, Spanish, English
Literacy: Native
TL: 8^
Wealth: Very Wealthy (20x)
Status: -2 to 6
Government: Thaumatocracy, Representative Democracy, Municipality
CR: 4 (Corruption -2)
MR: $8.32M
Defense Bonus: +12
Notes: The secretive enclave for the European Alliance’s most powerful
members (94% of population are Cabalists), Utopia boasts a high
standard of living, strong security and amazing magical achievements
integrated into the city’s infrastructure, +3 to search rolls related
to the Cabal, Western European high society and high end technology.
Magic is ultra visible here, the EA’s magi-tek resources is readily
available, +2 to search rolls. CR+1 for non-EA Cabalists and CR+2 for
rogues and Tribals – Imperial Drums are banned completely, maybe shot
on sight. TL 8^ is effectively 9 in some rich and military areas,
although there are no penalties for lower personal TL.
Mu
Population: 34,290 (Search +1)
Terrain: Woodlands
Appearance: Beautiful (+3)
Hygiene: +2
High Mana (Very Common Enchantment)
Languages: Japanese
Literacy: Native
TL: 8
Wealth: Comfortable (2x)
Status: -2 to 4
Government: Thaumatocracy, Dictatorship, Oligarchy
CR: 5 (Corruption -1)
MR: $17,830,800
Defense Bonus: +12
Notes: The ‘front line’ for the Imperial Drums (95% of the population
are Cabalists), the city of Mu finds itself the closet to rogue
territory and the European Alliance forces – forcing itself to focus on
military defense and counter-intelligence. Despite its siege mentality,
it proudly displays a flamboyant Japanese aesthetic and entertainment
industry from its city limits and inward, helped by its ready supply of
raw mana from prosperous mining operations in Very High Mana zones.
Only people of Japanese heritage and nationality are allowed in this city, and
Imperial Drums are the only legal adepts accepted on any level. Magic is ultra
visible here, with restricted and regulated enchanted item markets available
to the authorised consumer.
Wizards have their own slang and jargon, of course. A partial list;
Rakshasha – mage who has become unable to pass as ordinary at first glance due
to severe backlash effects giving them obviously unnatural Disadvantages.
Fumble – a critical failure with casting a spell.
Hearts – The Compassion.
Spades – The Valor.
Clubs – The Conviction.
Diamonds – The Temperance.
White Devil – Hidden Blade assassin.
Empty bottle – derogatory term for a mundane doesn’t know magic exists.
Broken bottle – derogatory term for a mundane who knows about magic.
Blunt – derogatory term for a mundane with Magic Resistance or similar
anti-magic abilities.
Screamer – a mage who specialises in anti-magic countermeasures.
Nameless one - any mage who lives and operates entirely in the Mundane
world and not in the Dreamlands.
Sleepwalker – mage who was born in the Dreamlands and/or lives in the
Dreamlands most of the time.
The Talent – Magery.
Skinjob – derogatory term for a Virtues Cabalist with Magi-Tek
implants, usually used by Tribals and rogues.
Toaster – derogatory term for a Golem made out of metal machinery
instead of the usual clay, or a Virtues Cabalist with Magi-Tek
implants.
Shovelhead – derogatory term for a member of The Conviction.
Euro – an European Alliance Cabalist.
Backlash – a Calamity result that had permanent effects, like a
Disadvantage.
Ultra – a Cabalist, particularly one from the EA or The Virtues.
Faerie – Harbinger of Arcadia Tribal.
Plato – Friends of Wisdom slang term for a thaumatological scholar.
Majestic-12 – uncommon term for The Virtues Cabal in general, usually
used by M-EPIC and EA Cabalists, more commonly used by most to refer to
the leadership of the Cabal in particular.
Pyro – a derogatory term for a Hands of Glory Tribal.
The Masquerade - the standard policy amongst most, if not all, to avoid
any public exposure of magic’s existence to mundane.
Trinket – an enchanted item.
The Fearful – derogatory term for adepts in general, used typically in
a cynical, misanthropic and self-depreciating sense.
Ice skating – casting a spell while over your threshold, especially if
you’re dangerously (and perhaps illegally) in excess of your threshold.
People who were born and raised in the Dreamlands and have little
experience with the mundane plane, however, do NOT have a completely
normal view of their own culture – growing up in the Dreamlands means
being socialised to accept a lot of idiosyncrasies as normal, you’re
separated from the original context of your traditions and you get a
biased, second hand and inevitably misinformed view of what mundanes
are like. Thus, a person from the Dreamland comes across to an
uninformed mundane as mildly alien in worldview and attitude, even if
they share a CF. This is a Quirk: Raised in the Dreamlands, which means
that the character suffers a milder version of the unfamiliar culture
penalty (B23) with CFs they technically have – they suffer a -1 penalty
to use any skill with a significant cultural component but only with
mundane and adepts who do not have the skill Hidden Lore (Wizards) or
the same quirk. You suffer the normal penalties for lacking a common
Cultural Familiarity – in that case, your oddness is lost in a sea of
mutual confusion.
Put simply, there is none. The souls of the dead can hang onto the
‘twilight’ (non-corporeal form) and occasionally manifest in the
land of the living (usually with the help of magic, but occasionally
by exploiting ‘weak’ areas in the ‘border’) – but they eventually
‘lose their grip’ on twilight and simply cease to exist, just as
with most souls upon death.