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400-miles directly north of Whitewall is the small subterranean city of Gethamane, where some 80,000 people dwell. An enclosed society, fed entirely on their subterrainian Supernatural Gardens, these people do not fear winter storms or barbarian attacks, while their remove the threat of starvation.  
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Four hundred miles directly north of Whitewall is the small subterranean city of Gethamane, where some 80,000 people dwell. An enclosed society, these people do not fear winter storms or barbarian attacks, while their Supernatural Gardens remove the threat of starvation. Indeed despite [[The Guild]]’s presence ensuring a constant stream of merchants passing through, and even though hunters and gatherers go out during the short summer season to harvest any food that they can obtain, the majority of Gethamane's inhabitants are born there, live there and die there. The shut-in corridors, the lit crystals that brighten during the day and dim at night, even the taste of the mushrooms that grow in the sunken Gardens, are things that become familiar to Gethamane’s children; the outside wind and sky and sun are strange to them.  
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Indeed despite [[The Guild]]’s presence ensuring a constant stream of merchants passing through, and even though hunter-gatherers go out during the short summer season to harvest any food that they can obtain, the majority of Gethamane's inhabitants are born inside, live inside and die inside - never once seeing the outside realm. The shut-in corridors, the lit crystals that brighten during the day and dim at night, even the taste of the mushrooms that grow in the sunken Gardens, are things that become familiar to Gethamane’s children; the outside wind and sky and sun are strange to them.  
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Yet while it may seem monolithic, Gethamane is a society that stands on four pillars: the administration, the farmers, the Guard and the Guild trade. Despite its defenses sufficient damage to any of these could potentially shatter this society .  
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Yet while it may seem monolithic, Gethamanians live in fear as the circling tunnels of their city connect to an immeasurably vaster, deeper labyrinth of underways beneath Creation from where nameless horrors rise.  
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Worse still, Gethamanians live in fear as the circling tunnels of their city connect to an immeasurably vaster, deeper labyrinth of underways beneath Creation. Guards watch the dozens of entrances to bar the way against the things that occasionally attempt to force entrance.  
As much as anyone else in the North, Gethamanians require constant vigilance to survive.
As much as anyone else in the North, Gethamanians require constant vigilance to survive.
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''' The Guild's Arrival - RY 107 '''
''' The Guild's Arrival - RY 107 '''
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A wandering Guild caravan meets some of Gethamane's hunters and are invited back to the city. Bethan Redeye trades immediate food supplies in return for cloth, spices, metal and other things. In turn, the caravan leader quickly realizes the subterranean city would make an excellent trading base for ventures in the North, and recognized the inhabitants’ urgent need for outside sources of food, clothing and luxury items.  
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Matters changed when a wandering Guild caravan met some of the Gethamane's hunters and were invited back to the city to trade and bring news. Bethan Redeye traded immediate food supplies in return for cloth, spices, metal and other things. In turn, the caravan leader quickly realized that the subterranean city would make an excellent base for trading ventures through the North, and recognized the inhabitants’ urgent need for outside sources of food, clothing and luxury items.  
Thus begining Gethamane’s association with the Guild
Thus begining Gethamane’s association with the Guild
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''' Death of the Founder - RY 150 '''
''' Death of the Founder - RY 150 '''
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Bethan dies at the age of 93; having been Gethamae's Mistress for 48 years. She is survived by two husbands and twelve children, and names her secondborn son [[Gerath Redeye]] her heir. This established the tradition that the Master/ Mistress of Gethamane would choose an heir from their assembled descendants, rather than automatically passing the position to their firstborn. The office of Master or Mistress of Gethamane has stayed in Bethan’s line ever since.
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Bethan died at the age of 93; survived by two husbands and twelve children. She had raised all her children to assume her responsibilities as administrator and leader, but named her secondborn son [[Gerath Redeye]] her heir. This established the tradition that the Master/ Mistress of Gethamane would choose an heir from their assembled descendants, rather than automatically passing the position to their firstborn. The office of Master or Mistress of Gethamane has stayed in Bethan’s line ever since.
''' A Failed Coup - RY 498 '''
''' A Failed Coup - RY 498 '''
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The only recorded coup attempt in Gethamane's history. Mineko Threebrand, a disgruntled member of the Guard, poisoned all of the then-Master's close relatives. The Master resolved the crisis by quickly adopting three popular Gethamanian's, each a descendant (even if remotely) of Bethan Redeye, as his offspring to replenish the clan.
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Mineko Threebrand, a disgruntled member of the Guard, poisons all the current Master's close relatives. The crisis is resolved the crisis by the Master quickly adopting three popular Gethamanian's, each a descendant of Bethan Redeye, to replenish the clan.
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''' The New Mistress - RY 758 '''
''' The New Mistress - RY 758 '''
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[[Katrin Jadehand]] is made Gethamane's new Mistress; age 40.
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[[Katrin Jadehand]] is made the new Mistress of Gethamane at age 40.
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In the worst case, her planned strategy is to expel all foreigners while closing the city gates, place all adoptees under the direct guard of their adoptive families and sit tight and wait a few years.
In the worst case, her planned strategy is to expel all foreigners while closing the city gates, place all adoptees under the direct guard of their adoptive families and sit tight and wait a few years.
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== GEOGRAPHY ==
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== THE PEOPLE OF GETHAMANE ==
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Gethamane does not pretend to control any territory beyond the slopes of its own mountain, but its hunters and gatherers see most of what happens within the nearest 20 miles or so. The hunters sometimes venture farther, out of the mountains and all the way to the White Sea shore.
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Sheltered valleys within the mountains sometimes hold patches of taiga that the Gethamanians cultivate and harvest with care—a tree can take 50 years to grow 10 feet high. Tundra covers the lower mountain slopes with hardy lichen, moss and patches of grass and herbs. The icy upper slopes are nearly barren. This far into the North, in a direct line from the Elemental Pole of Air, winter lasts much of the year and the growing season is just three months long.
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Farther out, toward the sides of the mountain, lie the tunnels and rooms that have been claimed as territory by the various families, and are used for accommodation, crafting and storage.
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=== THE OUTER SLOPES ===
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Gethamane’s hunters and gatherers travel the slopes of the mountain and the surrounding tundra under all conditions short of howling blizzards. The appalling winter weather and marauding icewalkers makes it impossible to maintain stable farms during the winter, but hardy orchards and perennial crops mean there is some cultivated food to harvest in the brief summer and autumn.
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Otherwise, there are mosses and ferns to gather and local wildlife to hunt down.
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About half a mile up the mountain, spaced in a loose circle around the peak, a dozen small, well camouflaged tunnels lead to clusters of chambers and from there to the Temple District and Upper Ring. Hunter-Gathers use these to store their equipment and hunting weapons.
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Over the centuries, Gethamane installed a variety of locking cast-iron doors, false tunnels, dropfalls and other traps for uninvited visitors. Nobody in Gethamane can translate the ancient script carved around the entrances.
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=== THE ENTRANCES ===
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The two great gates of Gethamane are carved from stone, a foot thick, gleaming with the distinctive hues of jade and orichalcum alloys (pale blue in the north, reddish in the south) and reinforced with heavy enchantments of warding and defense laid on them. Inside, large wheels move stout bars to lock or unseal the gates.
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A tunnel 50 yards long, 10 yards high and 10-yards wide leads from each gate to a large antechamber, which has heavy orichalcum-infused adamant portcullises at each end. For security only one porcullius will be raised at any one time. Guards constantly man these posts. Any minor brawl or scuffle in the gate passages or antechambers will be dealt with brusquely and effectively.
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The antechamber guards record the names and brief descriptions of every visitor to Gethamane. All who enter Gethamane have their names taken down, together with a brief physical description, usually no more than “black-haired woman” or “man with limp.” Noticeable characters, such as Solars traveling openly, are likely to have more details noted down.  None enters the city without registration, though.
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Visitors must pay a silver dinar to enter. Slaves pay half a dinar (a concession to the Guild). Those short of cash can pay with goods or labor with the amount to be adjudicated by one of the Bethanites: Plenty of menial tasks always need doing, such as cleaning passages. Masters of slave caravans often arrange for their slaves to work off the fee in labor while staying in the city, rather than pay. Particularly dangerous but penniless adventurers may be asked to undertake an underways expedition, with promises of significant extra recompense if they succeed.
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Each antechamber also holds the keys to a set of explosives and sorceries set into the 50-yard tunnel leading to it, which should (it has never been tested) collapse the tunnel when activated. This is a last-ditch defense to be used if the outer gate falls.
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=== THE SUBTERRANEAN CITY ===
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In Gethamane, social rank goes along with depth in the mountain. The closer a person is to ground level, where the sunken Gardens are, the higher-ranked she is. Gethamane consists of five layers:
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* the [[Temple District]] at the top; large open rooms decorated with jewel-encrusted carvings of mountains and enormous flying creatures.
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* the [[Upper Ring]] below that;
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* the [[Guild District]]; where the Guild may stable and house its caravans, trade with the people of the city and maintain a permanent market.
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* the [[Outer Ring]], by far the largest sector of the city;
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* the [[Garden District]] at Ground Level, containing its food sources, its government, its records, the Courthouse the Dole distribution center, the Master’s quarters and the Guardhall.
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Proximity to the source of the Dole makes the Garden District the most prestigious sector of Gethamane, while the Upper Ring’s distance renders it the least desirable place to live in the city.
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Below the Garden District are the [[Underways]].
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=== PASSAGES ===
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Gethamane consists of hundreds of twisting corridors that connect countless rooms. Its passages are square shaped, their floors and ceilings carved from the dark gray stone of the mountain while other forms of stone or concrete sometimes cover the walls.
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While smaller rooms are generally plain, larger rooms and halls are covered in intricate and beautiful carvings of unknown plants and beasts, strangely designed pictures that haunt the memories of visitors. Some rooms have stone doors, while others have newer doors of timber or stretched hide.
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Since Gethamane’s current population exceeds that of the old City of the Mountain Gateway, many Gethamanians live in apartments formed by partitioning larger chambers or passages. Older or wealthier families have heavier, metalnailed bulwarks or elaborately painted screens, while poorer families must make do with roughly tanned leather, pieces of wood cannibalized from merchants’ carts and other temporary makeshifts.
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=== UTILITIES ===
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Large crystals of pale violet set in the walls and ceiling emit a clear white light which glows brighter during the day outside (even brighter than most days) and dim when night falls (though remain bright enough for most people to continue working on all but the most demanding tasks).
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Gethamanians cover the crystals if they want darkness, but few outside the visitors’ section ever do so. Gethamanians are used to constant light: True darkness frightens them. Damaging the crystals is a Major Offense against the Second Law. Gethamanians learned centuries ago that removing a crystal from its setting darkens it forever.
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For water, Gethamane has at least four large public fountains on each level and citizens draw off water as needed. Additionally the Outer Ring has two working bathhouses whose large, tiled pools magically heat the water in them. Two others no longer function. These bathhouses were all declared to be city property in the early days of the city and remain such. Even the wealthiest families must either come to the public baths or heat basins of water in their own homes. As such they are considered social as well as hygienic locations, and were clearly used by the previous inhabitants, as the caves in which the springs are situated were laid out for bathing, with some small pools to one side for private use and other large pools for general use.
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Gethamane's laws forbid anyone restricting the use of a well save "at the will of the City in time of trouble”. Any damage to a well is a crime against the Second Law, garnering similar penalties as damage to the light crystals.
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Gethamane has little direct contact with the rest of Creation. Few Gethamanians travel, and few other people want to visit this remote bastion of civilization. None can conquer Gethamane, and Gethamane cannot threaten anyone else. Most Gethamanians know very little about the rest of Creation.  
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Unfortunately, most of the city’s internal plumbing corroded to uselessness during the long vacancy. Gethamanians make do with chamber pots and rather stinky non-flushing commodes.
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== THE PEOPLE OF GETHAMANE ==
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Gethamane has little direct contact with the rest of Creation. Few Gethamanians travel, and fewer want to visit them. As such most Gethamanians know very little about the rest of Creation.  
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Bethan Redeye’s people spoke Skytongue when they came to Gethamane and it remains the most common language of the city. However, Bethan was one of the more educated of her group and carried hidden knowledge from her divine parent. As such some citizens also speak Old Realm.
It is easy to differentiate who go outside and the rest of Gethamane. The minority who spend much of their time outside (Guards, Hunters and Gatherers) show color in their cheeks, roughened skin or other signs of exposure to sun and weather. The majority who remain within Gethamane most (if not all) of their lives have unnaturally pale skins never touched by the sun and eyes adapted to shadows (exposded to sun and/or natural weather these 'albinos' are known to flinch, tremble or even break down into fits of hysterics).
It is easy to differentiate who go outside and the rest of Gethamane. The minority who spend much of their time outside (Guards, Hunters and Gatherers) show color in their cheeks, roughened skin or other signs of exposure to sun and weather. The majority who remain within Gethamane most (if not all) of their lives have unnaturally pale skins never touched by the sun and eyes adapted to shadows (exposded to sun and/or natural weather these 'albinos' are known to flinch, tremble or even break down into fits of hysterics).
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Inside families, descent is matrilineal, though a woman’s current husband is legally the father of all her children, regardless if she was married to him or not at the time she bore the children.
Inside families, descent is matrilineal, though a woman’s current husband is legally the father of all her children, regardless if she was married to him or not at the time she bore the children.
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=== Adoption ===
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Families often adopt children too, a custom that began as a way to make sure that orphans — future workers — could survive and provide childless couples with heirs to care for them in their old age. Most large families include a few adopted members. Adoption ends all ties to the former family, legally and (Gethamanians hope) emotionally. Therefore a woman can bear a child to a man in another family, then give the child to be adopted by parents inside that family (if she is married, this requires her husband’s permission as well), at which point the child becomes a child of that family.
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It is considered very rude to pry into someone’s past about something like this or suggest anyone might feel loyalty to any family other than their own, even if they are the physical child of that family.
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Families often adopt children too, a custom that began as a way to make sure that orphans — future workers — could survive and provide childless couples with heirs to care for them in their old age. When a Gethamanian of humble birth shows great skill and dedication, a wealthy and socially prominent family may adopt her. Not only does this provide Gethamane with a unique form of social mobility, it prevents the leading families from becoming stagnant and complacent.
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=== Adoption ===
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Most large families include a few adopted members. Adoption ends all ties to the former family, legally and (Gethamanians hope) emotionally. Therefore a woman can bear a child to a man in another family, then give the child to be adopted by that family (if married, this requires her husband’s permission as well), at which point the child becomes a full member of that family.
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Constant adoption prevents serious inbreeding, but many tragic plays deal with youths who fall in love with adopted siblings. (Such plays usually end with murderous rampages and suicide, or one lover nobly choosing exile. Comedies end with one lover adopted into a different family, making their marriage permissible.)  
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It is considered very rude to pry into someone’s past about something like this or suggest anyone might feel loyalty to any family other than their own, even if they are the physical child of that family.
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When a Gethamanian of humble birth shows great skill and dedication, a wealthy and socially prominent family may adopt her. Not only does this provide Gethamane with a unique form of social mobility, it prevents the leading families from becoming stagnant and complacent.
=== Adopting Outsiders ===
=== Adopting Outsiders ===
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* Second, families don't want to adopt strangers who may bring disrepute on their position. Even middle/lower class who would be willing to adopt an outsider, particularly if a large payment in jade or goods was involved, want to be sure their family won’t be at risk from the outsider’s actions.
* Second, families don't want to adopt strangers who may bring disrepute on their position. Even middle/lower class who would be willing to adopt an outsider, particularly if a large payment in jade or goods was involved, want to be sure their family won’t be at risk from the outsider’s actions.
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* Third, while the “parents” are the only ones who formally need to give assent to the adoption, if their family strongly opposes this then pressure may be placed to prevent the adoption. Accidents, such as falling into the underways or tragic overdoses of common sleeping drugs have been known to occur in particularly awkward cases (especially ones involving Guild members).
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* Third, while the “father” and “mother” of the new adoptee are the only people who formally need to give assent to the adoption, if the rest of the family strongly opposes this course of action then pressure may be placed to prevent the adoption. Fatal accidents, such as falling into the underways never to be heard from again or tragic overdoses of common sleeping drugs have been known to occur in particularly awkward cases (especially ones involving Guild members being adopted).
Sometimes, an outsider will do a Gethamane family such a definite favor that adoption is the only commensurate favor the family can provide in return. In that case, adoption will be offered willingly, and the outsider is made to understand exactly how large a favor is being done for him. If the outsider truly doesn’t want to be adopted, then an accepted solution is for them to have a child of his blood (or, at worst, a deserving orphan) adopted by the family in his place.
Sometimes, an outsider will do a Gethamane family such a definite favor that adoption is the only commensurate favor the family can provide in return. In that case, adoption will be offered willingly, and the outsider is made to understand exactly how large a favor is being done for him. If the outsider truly doesn’t want to be adopted, then an accepted solution is for them to have a child of his blood (or, at worst, a deserving orphan) adopted by the family in his place.
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The best that outside forces can do is to arrange for future agents to be adopted as children and then attempt to influence them once they reach the age of usefulness. Alternatively, it is possible to get an innocuous outsider adopted and then substitute an agent for the adoptee, though this runs the risk of high embarrassment and social disgrace for the family concerned if it is discovered.
The best that outside forces can do is to arrange for future agents to be adopted as children and then attempt to influence them once they reach the age of usefulness. Alternatively, it is possible to get an innocuous outsider adopted and then substitute an agent for the adoptee, though this runs the risk of high embarrassment and social disgrace for the family concerned if it is discovered.
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=== LEISURE===
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Gethamane encourages (to an extent) a culture of leisure. Citizens who perform sufficient labor to earn their Dole can do whatever they want with any spare time.
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"Proper-thinking citizens" (as they describe themselves) fill their leisure hours with:
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* quiet exercise
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* productive crafts (carving imported driftwood is currently very fashionable)
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* watching morality plays
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* writing epic poetry modeled on barbarian sagas that celebrates honor and virtue
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* playing instruments (wind instruments are more generally used than soft string instruments. Drums are never played for recreation; reserved for the Guard’s use).
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However Gethamane has its darker share of pleasures. Behind closed doors (or pulled screens) wide variety of drugs are taken, from imported opium and qat to hallucinogenic local mushrooms. Casual sex, quite outside of marriage, and vicious sessions of gossip and destroying reputations are all common. Some Gethamanians seek pain instead of pleasure, leading to private sessions of sadomasacisim between consenting (or paying) adults. Scarification is currently fashionable, sometimes undertaken using drugs to intensify the pain.
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While the more regular citizens disapprove of these past times, they are a recognized part of life in Gethamane. Bethan Redeye realized she needed a viable breeding population in the city and recognized there would always be those who disliked the system she had established. As such she felt it better to offer a cultural escape, rather than drive them out of the mountain.
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Regardless of activity, Gethamanians are quite strict that indecorous amusements not leave a mark Even the young who want to shock their parents keep their scars or welts hidden beneath clothing, so they can show a placid, pale and unmarked face in public. It’s the height of bad manners to suggest that your next-door neighbor copulates with imported goats in his silk-hung bedroom. Unless, of course, it should be audible through the walls — in which case, it becomes a matter for public discussion, and the general condemnation of your neighbor will be on the grounds of his incompetence for not keeping the sound down.
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Most importantly Gethamane insist on keeping the noise down. Many ears are listening… and no matter what you do or where, you want to hear the distant alarm-drum or the nearby hiss or scuttling that means the horrors are loose and you must run or fight for your life.
=== Religion ===
=== Religion ===
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Gethamane has no objection to travelers worshiping the Unconquered Sun. As long as worshipers do not break Gethamane’s civil laws, the city government turns a blind eye. However, NO Immaculate temples are permitted (a centuries-old holdover from an encounter with exceptionally high-handed missionaries that went badly).
Gethamane has no objection to travelers worshiping the Unconquered Sun. As long as worshipers do not break Gethamane’s civil laws, the city government turns a blind eye. However, NO Immaculate temples are permitted (a centuries-old holdover from an encounter with exceptionally high-handed missionaries that went badly).
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=== Funeral Rites ===
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=== GOD BLOODED ===
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Gethamane's dead are cremated by the priesthood in the essence-fires of the three temples. It is illegal to dispose of dead bodies [[Gethamane Embalming|any other way]]. Families keep the ashes in small ornamental boxes, scatter them on the mountain slope or add them to fertilizer the Gardens.
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Gethamane has no true ancestor cult since Gethamane has no ghosts at all. Some inhabitants say that this is due to the profoundly materialistic outlook of most of the citizens — they leave the religion to the priests. Regardless, Gethamanians accept this as normal.
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=== God Blooded ===
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Gethamane’s limited contact with supernatural creatures means the city has almost no God-Blooded citizens or other half-breed Essence channelers.
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Gethamane’s limited contact with supernatural creatures means the city has almost no half-breed Essence channelers. Gethamanians rarely try to enlighten their own Essence either, due to their cultural isolation and lack of any institution to encourage this practice.
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Gethamanians rarely try to enlighten their own Essence either, due to their cultural isolation and lack of any institution to encourage this practice. The Guard wants to recruit thaumaturges for the enchantments, talismans and alchemical medicines they can provide. The city has few skilled thaumaturges, though. Thaumaturgically proficient outsiders who want to join the Guard can easily wangle adoption into a family with strong traditions of Guard membership.
== MAKING A LIVING ==
== MAKING A LIVING ==
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Gethamane is alive and busy all round the clock; citizens working “day” or “night” depending on personal preferences.
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However strange Gethamane seems to outsiders, its people still need to eat, craft tools and otherwise secure their livelihoods—even if they do things a little differently.  
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* Farmers maintain the magical Gardens.  
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* The farmers maintain the magical Gardens.  
* Hunter-gatherers bring additional food and other commodities from outside, and act as 'scouts'  
* Hunter-gatherers bring additional food and other commodities from outside, and act as 'scouts'  
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* The [[Gethamane's Guard|Guard]] preserves civic order and defends against the monsters of the underways.  
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* The Guard preserves civic order and defends against the monsters of the underways.  
* Artisans fashion the tools and implements needed for daily life.  
* Artisans fashion the tools and implements needed for daily life.  
* Merchants trade with the Guild and other outsiders.  
* Merchants trade with the Guild and other outsiders.  
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The Garden District includes the rooms and offices of Gethamane’s ruler, passed from Master to Mistress for centuries. It’s a point of pride to change as little as possible from Bethan Redeye’s original sparse furniture and belongings.
The Garden District includes the rooms and offices of Gethamane’s ruler, passed from Master to Mistress for centuries. It’s a point of pride to change as little as possible from Bethan Redeye’s original sparse furniture and belongings.
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=== Leisure ===
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====FARMING ====
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Gethamane encourages (to an extent) a culture of leisure. Citizens who perform sufficient labor to earn their Dole can do whatever they want with any spare time.  
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The Gardens occupy a complex of long, dark caves.  
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"Proper-thinking citizens" (as they describe themselves) fill their leisure hours with:
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The entrances have light crystals, but the Gardens themselves are dark except for faint luminous streaks that mark the edges of paths and growing fields. Various sorts of fungi grow in shallow, bathtub-sized trays set in the floor. Only a few trays are cracked and no longer function. The entire circular array of chambers is two miles wide—probably the most productive acreage in Creation. The dung and offal that the farmers dump in the trays are wholly inadequate to sustain the mushrooms and other fungi that grow with unnatural speed to feed tens of thousands of people every day.
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* quiet exercise
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* productive crafts (carving imported driftwood is currently very fashionable)
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* watching morality plays
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* writing epic poetry modeled on barbarian sagas that celebrates honor and virtue
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* playing instruments (wind instruments are more generally used than soft string instruments. Drums are never played for recreation; reserved for the Guard’s use).
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However Gethamane has its darker share of pleasures. Behind closed doors (or pulled screens) wide variety of drugs are taken, from imported opium and qat to hallucinogenic local mushrooms. Casual sex, quite outside of marriage, and vicious sessions of gossip and destroying reputations are all common. Some Gethamanians seek pain instead of pleasure, leading to private sessions of sadomasacisim between consenting (or paying) adults. Scarification is currently fashionable, sometimes undertaken using drugs to intensify the pain.
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Despite the unsavory fertilizer, the farmers keep the rest of the Gardens swept and scrubbed spotlessly clean. The farmers do not speak much as they work. Some farmers push barrows full of dung through the narrow paths between trays, then spread this fertilizer over the chosen beds. Other farmers add bits of the fungi they intend to grow or add water from wheeled tanks. A few hours later, the farmers trundle past with a new set of barrows for the harvest.
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While the more regular citizens disapprove of these past times, they are a recognized part of life in Gethamane. Bethan Redeye realized she needed a viable breeding population in the city and recognized there would always be those who disliked the system she had established. As such she felt it better to offer a cultural escape, rather than drive them out of the mountain.
 
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Regardless of activity, Gethamanians are quite strict that indecorous amusements not leave a mark Even the young who want to shock their parents keep their scars or welts hidden beneath clothing, so they can show a placid, pale and unmarked face in public. It’s the height of bad manners to suggest that your next-door neighbor copulates with imported goats in his silk-hung bedroom. Unless, of course, it should be audible through the walls — in which case, it becomes a matter for public discussion, and the general condemnation of your neighbor will be on the grounds of his incompetence for not keeping the sound down.
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=== Funeral Rites ===
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Most importantly Gethamane insist on keeping the noise down. Many ears are listening… and no matter what you do or where, you want to hear the distant alarm-drum or the nearby hiss or scuttling that means the horrors are loose and you must run or fight for your life.
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The dead of Gethamane are cremated in the essence-fires of the three temples by the priesthood. Families keep the ashes in small ornamental boxes, scatter them on the mountain slope or add them to the fertilizer for the Gardens. It is illegal to dispose of dead bodies [[Gethamane Embalming|any other way]].
 +
 
 +
The religion of Gethamane leaves few of its citizens rising as ghosts. Some inhabitants say that this is due to the profoundly materialistic outlook of most of the citizens — they leave the religion to the priests, who are vastly divorced from the practical world around them and spend their time being rationally afraid of the monsters beneath their feet. Those citizens who do rise as ghosts do not survive to flee the city
 +
 
 +
As such Gethamane has no true ancestor cult as since Gethamane has no ghosts at all. Gethamanians accept this as normal.
== SOCIETY ==
== SOCIETY ==
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Gethamane is a structure shaped by the necessity of organizing food distribution and defenses against the underways. .  
Gethamane is a structure shaped by the necessity of organizing food distribution and defenses against the underways. .  
-
=== THE INTELLIGENCERS ===
+
=== THE MASTER’S INTELLIGENCERS ===
 +
 
 +
What the clerks don’t know, spies must discover, for Gethamane cannot afford any disruption. Civil unrest could leave people starving, and leave the city vulnerable to invasion from below.
-
Unofficially, Bethanites gather information for the current Master or Mistress. Everyone in Gethamane knows this — only the rawest, most ignorant newcomers from outside would be unaware. As such the Mistress of Gethamane has to look outside her family for operatives to get further information.
+
Unofficially, the Bethanites gather information for the current Master or Mistress. Everyone in Gethamane knows this — only the rawest, most ignorant newcomers from outside would be unaware. As such the Mistress of Gethamane has to look outside her family for operatives to get further information.
-
[[Shakan]], the current Head Intelligencer solves this with blackmail. All his agents watch for criminal behavior, and use that information to recruit new operatives, using their loyalty to their family by inspiring fear that their families will suffer for the agents’ acts. Once the agents have work for him for long enough, that itself is another reason to fear exposure. Indeed, Gethamanians despise the Intelligencers and exposed agents suffers worse ostracism than they might have received from her original crime.  
+
[[Shakan]], the current Head Intelligencer solves this problem with blackmail. All his agents constantly watch for criminal behavior, and use that information to recruit new operatives, using their loyalty to their family by inspiring fear that their families will suffer for the agents’ acts. Once the agents have been working for him for long enough, that in itself is another reason to fear exposure. Indeed, Gethamanians despise the Intelligencers and exposed agents suffers worse ostracism than they might have received from her original crime.  
-
Shakan has agents throughout society, except the temples (the priests are generally too preoccupied with their rituals to do anything significantly illegal) while he has agents among the foreign merchants, he distrusts them and cannot be totally certain of their loyalty. He currently has no agents who are Guild members but would like to gather some.
+
Shakan has agents throughout society, except in the temples (the priests are generally too preoccupied with their rituals to do anything significantly illegal) and while he has agents among the foreign merchants, he distrusts them and cannot be totally certain of their loyalty. He currently has no agents who are also Guild members but would like to gather some.
=== THE COUNCIL ===
=== THE COUNCIL ===
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People who don’t belong to Gethamane’s families and who, thus, aren’t citizens of the city form the underclass,
People who don’t belong to Gethamane’s families and who, thus, aren’t citizens of the city form the underclass,
however well-born or rich or gifted they are. They simply aren’t given the same consideration and respect that locals get. Shops overcharge them, the Guard treats them with distant curtness, they aren’t allowed anywhere near the gardens and, when found outside the Guild quarter or the temples, they are politely encouraged to go back there and reminded none-too-subtly of the laws prohibiting a stay of more than a month. The people who really suffer are those outsiders who have been adopted and who should be treated like normal citizens but don’t yet look or behave properly. To be fair, once local citizens are aware that the apparent foreigner they’re talking to or dealing with has been properly adopted, they will give him fair and civil treatment.
however well-born or rich or gifted they are. They simply aren’t given the same consideration and respect that locals get. Shops overcharge them, the Guard treats them with distant curtness, they aren’t allowed anywhere near the gardens and, when found outside the Guild quarter or the temples, they are politely encouraged to go back there and reminded none-too-subtly of the laws prohibiting a stay of more than a month. The people who really suffer are those outsiders who have been adopted and who should be treated like normal citizens but don’t yet look or behave properly. To be fair, once local citizens are aware that the apparent foreigner they’re talking to or dealing with has been properly adopted, they will give him fair and civil treatment.
 +
 +
== GEOGRAPHY ==
 +
 +
Gethamane does not pretend to control any territory beyond the slopes of its own mountain, but its hunters and gatherers see most of what happens within the nearest 20 miles or so. The hunters sometimes venture farther, out of the mountains and all the way to the White Sea shore.
 +
Sheltered valleys within the mountains sometimes hold patches of taiga that the Gethamanians cultivate and harvest with care—a tree can take 50 years to grow 10 feet high. Tundra covers the lower mountain slopes with hardy lichen, moss and patches of grass and herbs. The icy upper slopes are nearly barren. This far into the North, in a direct line from the Elemental Pole of Air, winter lasts much of the year and the growing season is just three months long.
 +
 +
Farther out, toward the sides of the mountain, lie the tunnels and rooms that have been claimed as territory by the various families, and are used for accommodation, crafting and storage.
 +
 +
 +
=== THE OUTER SLOPES ===
 +
 +
Gethamane’s hunters and gatherers travel the slopes of the mountain and the surrounding tundra under all conditions short of howling blizzards. The appalling winter weather and marauding icewalkers makes it impossible to maintain stable farms during the winter, but hardy orchards and perennial crops mean that there is some cultivated food to harvest in the brief summer and autumn.
 +
 +
Otherwise, there are mosses and ferns to gather and local wildlife to hunt down.
 +
 +
 +
About half a mile further up the mountain, a dozen small, well camouflaged tunnels lead from the icy slope to clusters of chambers and from there to the Temple District and Upper Ring. Over the centuries, the Gethamanians also installed a variety of locking cast-iron doors, false tunnels, dropfalls and other traps for uninvited visitors. Nobody in Gethamane can translate the ancient script carved around the entrances.
 +
 +
The dozen exits that the hunter-gatherers use are all positioned high up on the mountain, spaced in a loose circle around the peak, nearly a day’s downhill travel from the main entrances. The hunters’ exits are stone gateways sufficiently wide for five men to walk abreast through them and 10 feet high. Stone passages (trapped by the Guard to enable collapse if necessary) 20 feet long lead back inside to large rooms that the hunters and gatherers use to store their equipment and hunting weapons.
 +
 +
=== THE ENTRANCES ===
 +
 +
The two great gates of Gethamane are carved from stone, a foot thick, gleaming with the distinctive hues of jade and orichalcum alloys (pale blue in the north, reddish in the south) and reinforced with heavy enchantments of warding and defense laid on them. Inside, large wheels move stout bars to lock or unseal the gates.
 +
 +
A tunnel 50 yards long, 10 yards high and 10-yards wide leads from each gate to a large antechamber, which has heavy orichalcum-infused adamant portcullises at each end. For security only one porcullius will be raised at any one time. Guards constantly man these posts. Any minor brawl or scuffle in the gate passages or antechambers will be dealt with brusquely and effectively.
 +
 +
The antechamber guards record the names and brief descriptions of every visitor to Gethamane. All who enter Gethamane have their names taken down, together with a brief physical description, usually no more than “black-haired woman” or “man with limp.” Noticeable characters, such as Solars traveling openly, are likely to have more details noted down.
 +
 +
Free visitors must pay a silver dinar to enter. Slaves pay half a dinar (a concession to the Guild). Visitors short of cash can register to pay through labor: Plenty of menial tasks always need doing, such as cleaning passages. Slave caravans usually pay for the slaves’ entrance in this manner. None enters the city without registration, though.
 +
 +
In the case of a cash shortage, the Guard is willing to take down the character’s name and details and either take the payment in goods or allow the character to make the payment later by doing civic work for Gethamane, with the amount to be adjudicated by one of the Bethanites (while this work is usually menial but necessary, particularly dangerous but penniless adventurers may be asked to undertake an expedition into the underways, with promises of significant extra recompense if they succeed.) Masters of slave caravans often arrange for their slaves to work off the fee in labor while staying in the city, rather than pay.
 +
 +
Each antechamber also holds the keys to a set of explosives and sorceries set into the 50-yard tunnel leading to it, which should (it has never been tested) collapse the tunnel when activated. This is a last-ditch defense to be used if the outer gate falls.
 +
 +
 +
=== THE SUBTERRANEAN CITY ===
 +
 +
In Gethamane, social rank goes along with depth in the mountain. The closer a person is to ground level, where the sunken Gardens are, the higher-ranked she is. Gethamane consists of five layers:
 +
 +
* the [[Temple District]] at the top; large open rooms decorated with jewel-encrusted carvings of mountains and enormous flying creatures.
 +
* the [[Upper Ring]] below that;
 +
* the [[Guild District]]; where the Guild may stable and house its caravans, trade with the people of the city and maintain a permanent market.
 +
* the [[Outer Ring]], by far the largest sector of the city;
 +
* the [[Garden District]] at Ground Level, with the Gardens at the center. Next to them are important civic buildings such as the Courthouse, the Dole distribution center, the Master’s quarters and the Guardhall.
 +
 +
Proximity to the source of the Dole makes the Garden District the most prestigious sector of Gethamane, while the Upper Ring’s distance renders it the least desirable place to live in the city.
 +
 +
=== THE STRUCTURE ===
 +
 +
The passages of Gethamane are square shaped, their walls and ceilings dark gray and slightly rough. While smaller rooms are generally plain and of much the same structure as the passageways, the larger rooms and halls are covered in intricate and beautiful carvings. Some rooms have stone doors, while others have newer doors of timber or stretched hide. Timber and hide are also frequently used to erect partitions across rooms or passageways or to mark the limits of a family’s territory. The older or wealthier families have heavier, metalnailed bulwarks or elaborately painted screens, while poorer families must make do with roughly tanned leather, pieces of wood cannibalized from merchants’ carts and other temporary makeshifts.
 +
 +
The underways themselves are quite different in structure from the upper city. The stone from which the underways are carved is black, rounded and faintly slick to the touch. There are several dozen known entrances to the lower tunnels from the city, and the Guard watches them all and keeps records of all activity passing through the entrances in either direction.
 +
 +
It is a crime against the Second Law of Gethamane (trespass on another’s goods) to damage the structure of the city or to damage or break one of the glowing crystals that illuminate it. (It requires three levels of aggravated damage to weaken a crystal and reduce the light by half and six levels of aggravated damage to break one.) The usual penalty is a heavy fine in jade or goods and enforced service to the city in a menial capacity. The Masters of Gethamane have always wanted to discourage such behavior by example. There are wells sunk throughout the city, though far more on the lower levels than the upper ones.
 +
 +
 +
Most Gethamanian tunnels are square or rectangular.
 +
The floors and ceilings are the mountain’s own dark gray stone,
 +
plain and slightly rough. Other forms of stone or concrete
 +
sometimes cover the walls. Smaller rooms tend to be plain, but
 +
intricate and beautiful geometric carvings adorn the walls of
 +
larger passages and chambers. Some rooms have stone doors;
 +
others have new makeshift doors of wood or leather.
 +
Gethamane’s current population exceeds that of the
 +
old City of the Mountain Gateway. Many Gethamanians
 +
live in apartments formed by partitioning larger chambers
 +
or passages. Wealthy families mark their compound with
 +
screens of metal or elaborately painted wood. The poor make
 +
do with makeshifts such as leather, cloth, paper or scraps of
 +
wood salvaged from a merchant’s cart.
 +
 +
Gethamane consists of hundreds of twisting corridors that connect countless rooms. Its large halls are covered in intricate and beautiful carvings of unknown plants and beasts, strangely designed pictures that haunt the memories of visitors.
 +
 +
=== UTILITIES ===
 +
 +
Large crystals of pale violet set in the walls and ceiling emit a clear white light. The crystals glow brightly during the
 +
day outside (even brighter than most days) and dim when night falls. Still, the crystals stay bright enough for most people to continue working on all but the most demanding tasks. Guards can patrol, farmers to labor, Guards to patrol and merchants to bargain.  Gethamane is alive and busy all round the clock, with citizens working during the “day” or “night” depending on their personal preferences.
 +
 +
Gethamanians cover the crystals if they want darkness, but few people outside the visitors’ section ever do so. Most Gethamanians are used to constant light: True darkness frightens them. Damaging the crystals is a major offense. Gethamanians learned centuries ago that removing a crystal from its setting darkens it forever.
 +
 +
For water, Gethamane has at least four large public fountains on each level and citizens draw off water as needed. Additionally the Outer Ring has two working bathhouses whose large, tiled pools magically heat the water in them. Two others no longer function. These bathhouses were all declared to be city property in the early days of the city and remain such. Even the wealthiest families must either come to the public baths or heat basins of water in their own homes. As such they are considered social as well as hygienic locations, and were clearly used by the previous inhabitants, as the caves in which the springs are situated were laid out for bathing, with some small pools to one side for private use and other large pools for general use.
 +
 +
Gethamane's laws forbid anyone restricting the use of a well save "at the will of the City in time of trouble”. Any damage to a well is a crime against the Second Law, garnering similar penalties as damage to the light crystals.
 +
 +
Unfortunately, most of the city’s internal plumbing corroded to uselessness during the long vacancy. Gethamanians make do with chamber pots and rather stinky non-flushing commodes.
 +
 +
== THE GARDEN DISTRICT ==
 +
 +
The Garden District is the heart of Gethamane - containing its food sources, its government, its records and laws. It lies directly below the Guild District, with the Outer Ring equidistant from the pair
 +
 +
Truly rich families have small cave complexes here, and the Guardhall is located next to the Gardens themselves. Any outsiders seen in this area are questioned by passing Guards as to where they’re going and what they’re doing — doubly so if they seem poor or shabby. The Gardens themselves are the most heavily guarded area in all Gethamane - more so than the Council Chambers.
 +
 +
This district also holds most of the known entrances down into the underways. These are all protected by groups of 6-10 Guards, and each group carries a drum to signal the alarm in the event of any incursions from below.
 +
 +
 +
 +
 +
=== THE GARDENS ===
 +
 +
This complex of long, dark caves lacks the lighting of the rest of the city. A few light crystals burn in the entrances, enough to make it easy for people to enter and leave, but most of the space is shadowy, lit only by faint glimmers of luminescence from particular fungi that mark the boundaries of the caves or the edges of growing fields.
 +
 +
Other than the long trays of black obsidian mirrors set along the floor, briming with varieties of fungi in varying shades, the Gardens are spotlessly clean - scrubbed and swept daily with ritual precision. Some trays have been cracked or damaged, but most are still whole.
 +
 +
Narrow paths between the trays allow the farmers to care for, and collect, the vegetation - piling it in barrows as they pass. The rooms themselves are quiet, with the distant seeping of water from the springs that feed the caves whispering in the background and the farmers only breaking silence to make necessary conversation.
 +
 +
The walls are composed of the same substance as the rest of Gethamane but traced with ancient writings and diagrams. Centuries ago, Bethan Redeye’s people to deduce the basic functioning of the Gardens from these diagrams and, with a lot of trial and error, grew the fungi that now feed the city. These days, no farmer would dare tamper with the ancient procedures or do anything that might risk the regular crops.
 +
 +
 +
The harvest goes to depots where the farmers issue the Dole. Minor administrators check the identity of each claimant and issue the requisite amount of food for the
 +
citizen’s family. Several Guards stand watch at every depot.
 +
 +
These parts of the Garden District stay constantly busy, with queues of people waiting for the Dole and actors, musicians and other entertainers hoping to make a bit of silver by amusing them. The core of the Gardens holds a knot of small, oddly shaped caves with a pedestal in the center. The fungi overflow the trays here to cover the floor and walls, though never the pedestal. Glyphs engraved on the pedestal make the Garden’s basic operation obvious to anyone who studies them. Back
 +
in the first Age, a Dragon-Blooded manager of the Gardens wrote these instructions using the Craft Icon Charm (see The Manual of Exalted Power—The Dragon-Blooded,
 +
p. 130). Advanced procedures (involving alchemical treatments, special lighting conditions and the like) enable the Gardens to produce any sort of vegetable matter, but these are scribed on the walls in ordinary Old Realm script—and bioengineering jargon that few people in the Second Age
 +
could possibly understand.
 +
 +
Over the centuries, the Gethamanians figured out that this cave is a powerful manse (Earth ••••), whose power is entirely devoted to fueling the Gardens’ magical fecundity. It has no known hearthstone.
 +
 +
 +
 +
At the opening of this set of caves is a side passage to a set of warehouses that store most of the city’s fungus
 +
supplies. (Small caves elsewhere in Gethamane hold separate emergency caches, in case of sabotage or disaster.)
 +
This is where the Dole is issued, and a detachment of the Guard is always on duty there together with several of the administration to check the identity of each citizen and issue her with the supplies for herself and her family. This area and the corridors leading to it are always busy and often full of citizens queuing and entertainers (flautists or actors) and cooks diverting the citizens’ attention.
 +
 +
=== OTHER FOOD ===
 +
 +
The previous inhabitants of Gethamane managed to grow a wide variety of vegetables in the Gardens. However, this process required specific spells, treatments, densities of light, particular handling and other things that Bethan’s people could not possibly translate from the instructions on the walls. Bethan’s people were lucky to be able to grow mushrooms from the pitiful stock of food that they had left. Fortunately, mushrooms were some of the
 +
easiest foodstuffs for the Gardens to reproduce.
 +
 +
A Twilight Caste with appropriate lore in sorcerous bioengineering and First Age architecture might be able to translate the inscriptions, understand the instructions and arrange the Gardens so that other vegetables and fruits could be produced. However, it would take a miracle for the citizens of Gethamane to allow anyone other than the farmers or other highly trusted citizens inside the Gardens.
 +
 +
=== THE FUNGUS DEMESNE ===
 +
 +
Hidden in a knot of caves at the center of the Gardens is a field of undulating fungi, ivory sheets of mushrooms and yellow tendrils that curve inward toward a dark pedestal at the center. This is where the cultist farmers come to sacrifice their victims, unaware that it is actually the center of a broken Manse (Earth-aspected, currently Demesne ••••). Shattered by Vodak’s emergence and has never been repaired, the energies it Demesne emits have made it easier for the farmers to keep the Gardens flourishing.
 +
 +
This Demesne is one of the greatest secrets of Gethamane: only the inner circle of farmers, the Mistress and her Head Intelligencer know. Even though they don’t know that it is a Demesne, they do know that it is a place of power. A restoration program costing Resources 4+, organized by an expert of Lore 4+ or higher, could recap the Demesne, restoring it to Manse 4.
 +
 +
 +
 +
 +
CHARACTER CONCEPTS FOR THE GARDEN DISTRICT
 +
 +
Warrior: Council Bodyguard, Guard, Guild Assassin
 +
 +
Holy Man: Cultist Farmer, Priest Adopted Into Guard
 +
 +
Savant: Librarian, Mapmaker, Teacher
 +
 +
Criminal: Dole Thief, Garden Saboteur, Spy
 +
 +
Entertainer: Actor, Flautist, Poet
 +
 +
Bureaucrat: Administrator, Court Assistant, Records Savant
 +
 +
=== THE ADMINISTRATION ===
 +
 +
The Council Chambers, the Courthouse, the Hall of Records, the Hall of Maps and the City Library are all
 +
clustered into one large cave complex, which backs onto Guardhall. This area is where the courts try cases, where
 +
citizens can come to check on property records and maps of Gethamane (outsiders must pay a small fee to check
 +
the maps), where the city keeps the Dole lists and records of visiting outsiders and where children go to receive any education beyond the most basic reading and writing.
 +
 +
Bethanites provide much of the staffing and organization here, but there is a healthy leavening of citizens from
 +
other families.
 +
 +
These caves are incredibly busy round the clock, with clerical and administrative staff taking advantage of
 +
Gethamane’s lighting system to keep on working throughout the day, simply changing desks with their replacements
 +
when the next shift comes in. Likewise, children are schooled and drilled in shifts, resulting in mobs pelting
 +
through the tunnels at each shift change. The only group that doesn’t work round the clock is the Council, though
 +
it may spend several days in constant session debating a particularly knotty problem.
 +
 +
 +
Katrin Jadehand, Mistress of Gethamane, has her rooms and offices at the heart of this group of caves. These
 +
rooms are the hereditary quarters and workrooms of the Master of Gethamane, and it is a matter of pride to change
 +
as little as possible from Bethan Redeye’s original sparse furniture and belongings (or at least to rebuild and replace in the same style). Katrin is in her 50s and has been Mistress for 10 years now, having been both the previous Master’s choice and a popular favorite. Her primary concern is Gethamane’s survival and stability, and she is prepared to ally with a stronger force if absolutely necessary.
 +
 +
 +
 +
=== THE GUARDHALL ===
 +
 +
This set of caves is the central headquarters for the City Guard of Gethamane, combining the functions of training area, staging depot, holding cells and emergency marshalling point. Although much of the rest of the city lacks color, the entrances to the Guardhall are clearly marked by bright red pennants and the doors are all high-quality iron or ironstudded wood. Driven by the need to combat the creatures from the underways, Guards are much better physically trained than most of the rest of the city and have the statistics of elite troops.
 +
 +
The Guard always wants to recruit thaumaturges. They are not necessarily trusted, but their use in combating the
 +
creatures of the underways is undeniable. However, few in Gethamane have the talent, and fewer of those have the
 +
education. If any thaumaturge from outside Gethamane shows an interest in joining the Guard and seems of reasonable character (or at least, doesn’t sacrifice small animals in public) then a rapid adoption into one of the more Guard-centric families of Gethamane can be arranged to make him a citizen.
 +
 +
Dragon-Blooded outcastes are similarly welcome however Deathknights and necromancers are NOT, as even the most enlightened member of the Guard finds them too uncomfortably close to the creatures of the underways.
== FEAR ==
== FEAR ==
Line 374: Line 513:
It’s the knowledge that beneath your feet, separated by only a layer of stone, are inhuman creatures who want to drag you into the darkness and kill you...
It’s the knowledge that beneath your feet, separated by only a layer of stone, are inhuman creatures who want to drag you into the darkness and kill you...
 +
 +
== THE UNDERWAYS ==
 +
 +
The delvings that extend deep underground are black,
 +
rounded and faintly slick to the touch. To those who know
 +
of the Mountain Folk, the delvings bear the unmistakable
 +
stamp of Mountain Folk work. There are no regular light
 +
sources in the underways: while occasional troves of jewels
 +
down here include such rarities as glowstones (and random
 +
patches of luminous moss or burning pockets of gas may
 +
offer light to the passing traveler), these cannot be depended
 +
upon.
 +
There is no actual law in Gethamane forbidding
 +
people to go down into the underways. However, all the
 +
inhabitants know that dangerous horrors emerge from the
 +
tunnels, and the citizens are not so blatantly and recklessly
 +
stupid as to go throwing themselves down a monster’s
 +
gullet. Early Masters of Gethamane realized that it was
 +
impractical to prevent outsiders from trying to go below,
 +
however. It was simpler to warn them of the dangers and
 +
then collect a share of any findings if they should actually
 +
emerge alive.
 +
 +
At least a dozen tunnels descend from the Garden District
 +
and the Outer Ring into deeper layers, called the underways.
 +
Rounded tubes and irregular caverns replace Gethamane’s
 +
square corridors and circular or rectangular chambers. The
 +
rock darkens from gray to black. The highest layers of the
 +
underways continue the concentric circular design of the
 +
city, but the deeper reaches become twisting, apparently
 +
random tunnels and caverns with no limit ever discovered.
 +
The underways have no light crystals.
 +
People do not live in the underways, but horrible and
 +
deadly creatures sometimes emerge from them to attack
 +
the people of Gethamane. Every entrance to the underways
 +
has a gate of iron bars—but that doesn’t stop every
 +
potential intruder.
 +
Despite the danger, people sometimes come long
 +
distances to visit the underways. Sometimes they return
 +
with treasures: strange artifacts, jewels—such as vibrantly
 +
violet diamonds—and rare ores hacked from the walls of
 +
distant caverns. Explorers even find small quantities of
 +
soulsteel. Sometimes, of course, explorers do not return
 +
at all. Gethamane’s leaders permit these explorations, in
 +
return for half of whatever valuables the explorers bring
 +
out of the underways.
 +
 +
 +
=== GETHAMANE’S SHARE ===
 +
 +
Gethamane doesn’t impose an outright tax on anything brought out of the underways as searchers would find new ways to hide their findings or to kill any Guards who saw them carrying treasure. Besides, anyone capable of going into the underways and surviving will certainly be capable of bilking any tax collectors sitting at the entrance.
 +
 +
Instead the Guard is instructed to take careful note of any valuables (or 'mysterious large sacks') being carried by treasure-seekers who come out of the underways alive. A high-ranking Bethanite (with a Guard escort) then visits the treasure-seekers after they’ve had the chance to relax, and politely suggests a contribution toward Gethamane’s upkeep would be 'wise'.
 +
 +
Failure to make a generous donation can lead to the individuals being escorted out of Gethamane, without the chance to collect supplies — whatever the current weather conditions outside may be — with a permanent prohibition against returning. This reasonable approach usually results in Gethamane getting some sort of contribution — especially if the treasure-seekers want to dare the tunnels again in the future.
 +
 +
Gethamane Citizens who bring treasure up from the underways are expected to contribute a 1/3rd (or an equal value in goods or service) to the city’s treasury. Failure to pay results in their Dole being cancelled in forfeit. The valuation on the artifacts brought up from below is as fair and as well judged as possible. Afterall, citizens capable of surviving the underways are a resource the government likes to cultivate.
 +
 +
=== CREATURES OF THE UNDERWAYS ===
 +
 +
 +
CTHRITAE
 +
Description: This Darkbrood is mostly ignored by Vodak, as they were the creations of the Primordial whose blood formed Vodak, and while the hekatonkhire has no such thing as empathy or affection, some deep note in its personality is satisfied by leaving the cthritae alone. They are man-sized centipedes apparently chiseled out of onyx and black opal, with grinding mandibles that drip mercury when they salivate. They run in packs of at least 12 and are hermaphroditic, being able to mate with each other and leave their eggs inside suitable food sources to hatch later.
 +
 +
While the cthritae only require rock and water to live on, they physically enjoy ripping living flesh apart, rolling themselves in blood and tearing open human guts.
 +
The cthritae exude a natural adhesive from their insectoid legs that allows them to run up vertical surfaces or cling to the ceiling for up to an hour. They lack human intelligence but are successful carnivores and
 +
proficient in the art of stalking prey. Normally, they only hunt to kill, but if they wish to breed, they will seek out warm-blooded creatures, sever the tendons in their arms and legs, mate and lay eggs and
 +
then force their eggs down their prey’s throat. The eggs hatch within a few hours, and the infant cthritae grow to full size within a day. If entering an area with plentiful
 +
breeding stock (human or animal), cthritae automatically enter into a breed-and-hatch cycle that continues until they have used up all available hosts in the vicinity. The
 +
resulting packs then split up to hunt in different directions.
 +
 +
Cthritae can actively chew through normal rock at a speed of one foot per hour but would need to know that there was a reason to do so, such as breeding hosts (they would not start suddenly digging up toward Gethamane but might start chewing through a door if they had seen prey vanish behind it and close it in their faces.)
 +
 +
While cthritae are not killed by sunlight, they dislike it and also dislike unroofed spaces such as the open air. They are considered creatures of darkness for the purposes of Solar Charms and anima powers, fleeing from the anima powers of both the Zenith and the Dawn Caste.
== DISREPUTABLE FOLK ==
== DISREPUTABLE FOLK ==
-
Most Gethamanians like to think of their society as prosperous and orderly, controlled and smugly secure (unsavory leisures aside). Nevertheless, the city has its poor, its discontented and indeed its actively criminal.
+
Most Gethamanians like to think of their society as prosperous and orderly, controlled and smugly secure. Nevertheless, the city has its poor, its discontented and indeed its actively criminal.
-
'''THE JADE HOSPICE'''
 
-
Founded near the temples in the [[Upper Ring]], this charity hospital is the biggest and most overworked in the city - staffed by priests, trained healers and citizens working off legal penalties or have chosen this way of repaying their Dole. While not necessarily the beststaffed or most highly skilled hospice in Gethamane, the Jade Hospice is kept busy dealing with the Upper Circle’s constant stream of injuries, illnesses and assault victims.
 
-
The courts regularly sentence mild offenders to serve as unskilled labor or nursing staff here, and the staff is constantly coming and going.
+
===THE JADE HOSPICE===
-
The Director of the Hospice, matronly '''Enath Daur''' of a prosperous farmer family, holds one of the farmer seats on the Council. She was elected at the time because the faction couldn’t agree on any other candidate, and has since used her position to make sure that the [[Upper Ring]] is not further marginalized.
+
Founded near the temples in the early days of Gethamane, this hospice is the biggest and most overworked
 +
in the city. The hospice is staffed partly by priests, partly by trained healers and partly by citizens who are
 +
working off legal penalties or have chosen this way of repaying their Dole. While it is not necessarily the beststaffed or most highly skilled hospice in Gethamane, the Jade Hospice is kept busy dealing with the Upper Circle’s constant stream of injuries, illnesses and assault victims.  
 +
The courts regularly sentence mild offenders to serve as unskilled labor or nursing staff here, and the staff is
 +
constantly coming and going. The Director of the Hospice, matronly Enath Daur of a prosperous farmer family,
 +
holds one of the farmer seats on the Council. She was elected at the time because the faction couldn’t agree on
 +
any other candidate, and she has since used her position to make sure that the Upper Ring is not further marginalized.
-
'''THE JANISSARY VAULT'''
+
Not far from the temples lies Gethamane’s largest charity
 +
hospital, the Jade Hospice. Citizens who volunteer as a way
 +
to earn their Dole, and minor lawbreakers who pay their debt
 +
to society as unskilled labor or nursing staff, assist the staff
 +
of priests and healers. The hospice sees a constant stream of
 +
sick and injured poor people from the Upper Ring. The Jade
 +
Hospice does not have the best-trained staff of Gethamane’s
 +
hospitals, but it currently has the most reliable funding. Its
 +
director, the matronly Enath Daur, comes from a leading
 +
farmer family. She also holds a Council seat, where she works
 +
to improve the lot of Upper Ring folk, or at least make sure
 +
they are not further marginalized.
 +
 
 +
 
 +
===THE JANISSARY VAULT===
Not everyone in Gethamane relies on the Guard for
Not everyone in Gethamane relies on the Guard for
Line 403: Line 634:
Janissary Vault, but the business has stayed independent
Janissary Vault, but the business has stayed independent
since it began 50 years ago.
since it began 50 years ago.
-
 
The Vault’s mercenaries are about evenly divided
The Vault’s mercenaries are about evenly divided
between outsiders who managed to wangle adoption into
between outsiders who managed to wangle adoption into
Line 417: Line 647:
-
Not all of Gethamane’s fighters go into the Guard — or manage to stay there. Those who were expelled from the Guard or were unable to endure its discipline or those who have entered Gethamane from outside and been adopted by a local family are all welcome to join the Janissary Vault.
+
Not all of Gethamane’s fighters go into the Guard — or manage to stay there. Those who were expelled from the
-
 
+
Guard or were unable to endure its discipline or those who have entered Gethamane from outside and been adopted
-
This organization has been operating for 50 years now (previous Masters discouraged the formation of any such organization) and provides hired bodyguards, warriors and general thugs.
+
by a local family are all welcome to join the Janissary Vault.
-
 
+
This organization has been operating for 50 years now (previous Masters discouraged the formation of any such
 +
organization) and provides hired bodyguards, warriors and general thugs.
While the Janissary Vault publicly proclaims that it abides by the laws of Gethamane and would never even consider doing anything remotely illegal, in practice, a sufficiently intelligent and discreet hirer can buy services up to — though usually not including — murder. (The current Vaultmaster doesn’t want to give the Council any excuse for a crackdown.) Being in the Janissary Vault is not considered genuine service to the City, so members only get the basic Dole. As a result, they are constantly on the lookout for potential work.
While the Janissary Vault publicly proclaims that it abides by the laws of Gethamane and would never even consider doing anything remotely illegal, in practice, a sufficiently intelligent and discreet hirer can buy services up to — though usually not including — murder. (The current Vaultmaster doesn’t want to give the Council any excuse for a crackdown.) Being in the Janissary Vault is not considered genuine service to the City, so members only get the basic Dole. As a result, they are constantly on the lookout for potential work.
Line 435: Line 666:
-
'''THE PHILOSOPHY CELL'''
+
===THE PHILOSOPHY CELL===
 +
 
 +
A collection of public meeting rooms in the Outer Ring
 +
hosts an informal club of amateur intellectuals and pseudointellectuals.
 +
Members range from young people who want
 +
to pick up some radical ideas with which to shock their
 +
parents, to careful scholars of Gethamane’s many mysteries.
 +
In between are unlicensed thaumaturges, drug addicts,
 +
devotees of self-created religions and people who just want
 +
to argue. Most members are harmless and frivolous. A few
 +
regulars are serious and capable savants, varying widely in
 +
their ethics—from Serret of the Bethanites, a painstaking
 +
amateur historian of the city, to the alchemist Tazar Pellan,
 +
who tests his concoctions on people who want “mystical
 +
experiences,” to Damaithe Yarni, a thaumaturge and closet
 +
demonologist.
-
A collection of public meeting rooms in the [[Outer Ring]] hosts an informal club of amateur intellectuals and pseudointellectuals. It is a haven for unlicensed thaumaturges, devotees of self-created religions, drug addicts, people who just want to argue, young people who want to pick up some radical ideas to shock their parents,, and amateur historians attempting to discover the true history of Gethamane.
 
-
It has spread from a single-room debating society to encompass several rooms that are officially listed as public meeting places. The current occupants aren’t actually breaking any laws, but the Guard could easily move in and clear the place out if they wanted to.
 
-
Though it is a hangout for the young and frivolous, serious research does take place here. A number of regulars are professional and capable in their respective fields.  
+
The Philosophy Cell is a haven for would-be sorcerers, religious ascetics, devotees of self-created religions,
 +
drug addicts and amateur historians attempting to discover the true history of Gethamane. Members are generally
 +
young people from the middle and upper classes, possessed of more money and spare time than sense and with ambitions that soar beyond the mundane matters of fungus farming and guarding the entrances to the underways. The
 +
Philosophy Cell has spread from a single-room debating society to encompass several rooms that are officially listed as public meeting places. The current occupants aren’t actually breaking any laws, but the Guard could easily move in and clear the place out if they wanted to.  
-
Notable members include:
+
Even though this is a hangout for the young and frivolous, serious research does take place here, and a
-
* '''Damaithe Yarni'''; thaumaturge and secret demonologist  
+
number of the regulars are professional and capable in their respective fields. Notable members include Damaithe Yarni (a thaumaturge and secret demonologist), Serret of the Bethanites (a painstaking but reliable historian — who is, of course, reporting everything that he observes) Tazar Pellan (a cold-blooded alchemist testing out some of his concoctions on those wanting mystical experiences) and Arik Varken, who is willing to try anything that will shock his family.
-
* '''Serret of the Bethanites'''; a painstaking but reliable historian — who reports all he observes to Gethamane's Mistress
+
-
* '''Tazar Pellan'''; a cold-blooded alchemist testing out some of his concoctions on those wanting mystical experiences  
+
-
* '''Arik Varken''', willing to try anything that will shock his family.
+
 +
=== THE RAT’S NEST ===
 +
This abandoned storehouse and junkyard far to the east of the Outer Ring serves as home to Jaxar, a Guild
 +
agent, and her group of child-thieves. Jaxar is 40 years old, but she is a dwarf with a preternaturally young face and, from a distance, can easily pass as a child. She was dropped off here by the Guild five years ago to build up a base for action and to pass on regular reports on Gethamane. Since then, she has deftly managed to avoid registration for the Dole. She is a simultaneous den mother, admired leader and scary outsider to her agents. Jaxar’s agents are all children of 14 years or less, mostly from the middle or upper classes, who regard the whole “Society of Thieves” as a huge game. The children regularly execute pranks or petty thefts for her or pass on gossip that she can send in to the Guild. As of yet, considering what might happen if she chooses to pass information about the children’s crimes to the Guard, none of the children have realized how deeply they are in her power.
-
'''THE RAT’S NEST'''
+
Jaxar is a capable blackmailer and good practical psychologist. Once those children grow to maturity, they will sink all the deeper into her power and, quite possibly, become permanent agents for the Guild.
-
This abandoned storehouse and junkyard far to the east of the Outer Ring serves as home to [[Jaxar]] and her group of child-thieves - all children of 14 years or less, mostly from the middle or upper classes, who regard the whole “Society of Thieves” as a huge game. The children regularly execute pranks or petty thefts for her. As of yet, considering what might happen if she chooses to pass information about the children’s crimes to the Guard, none of the children have realized how deeply they are in her power.
 
 +
A gang of juvenile thieves makes its clubhouse in an
 +
abandoned, junk-filled storehouse in the eastern sector of
 +
the Outer Ring. Most of the children come from middle- or
 +
upper-class families and think that their “Society of Thieves”
 +
is all a grand game organized by their leader, Jaxar. The
 +
children commit petty thefts, pull pranks and generally
 +
cause mischief.
 +
The children know that Jaxar isn’t really a fellow child,
 +
but they don’t think of her as really a grown-up, either. Jaxar
 +
is a dwarf with a preternaturally youthful face… and she works
 +
for the Guild. The children do not realize that the gossip
 +
they pass to their young-old playmate goes to the Guild—
 +
or that exposure of their naughty deeds could disgrace their
 +
families. Jaxar watches their parents to gauge who she could
 +
blackmail through their children’s misdeeds. She expects
 +
to build a cadre of citizens in Gethamane’s upper class who
 +
serve the Guild to avoid disgrace.
-
'''SEVENTH HALL'''
+
===SEVENTH HALL===
-
The '''Rasri family''' have held this set of chambers in the [[Upper Ring]] for many years despite their poverty, working as dung-carriers, sweepers and garbage pickers. They now use the Seventh Hall as the meeting place for a conspiracy of other poor and discontented Gethamanians angry with the city’s government, wanting to replace it with the Guild, imagining they would get rich if they could own slaves to do the drudgery they currently perform, and that the Guild could make Gethamane the mightiest nation of the North.  
+
Despite their poverty, the Rasri family of dung-carriers,
 +
sweepers and garbage pickers have held this set of chambers
 +
in the Upper Ring for many years. They now use the Seventh
 +
Hall as the meeting place for a conspiracy of other poor and
 +
discontented Gethamanians. The conspirators are angry
 +
with the city’s government and want to replace it with the
 +
Guild. They imagine that they would get rich if they could
 +
own slaves to do the drudgery they currently perform, and
 +
that the Guild could make Gethamane the mightiest nation
 +
of the North. Family patriarch and conspiracy leader Yftar
 +
Rasri seeks Guild support for his conspiracy. So far, the Guild
 +
rejects his advances as obvious attempts at entrapment.
-
The bitter but cowardly family patriarch '''Yftar Rasri''' is also the de facto leader of the conspiracy. While the conspirators haven’t yet managed to make credible contact with a Guild representative — a previous attempt was rejected by the Guildsman in question as “an obvious case of entrapment to give the Mistress more ammunition against us” — it’s only a matter of time.
+
This set of caves toward the outer edge of the Upper Ring is officially owned by the Rasri family, whose members
 +
have a long history of jobs such as dung-carriers, garbage-pickers, cleaners and general menial work. Seventh
 +
Hall has lately become the gathering-spot for a conspiracy of lower-class citizens of Gethamane who are
 +
angry with the current administration and see the Guild as the solution to all Gethamane’s problems. These conspirators believe that unlicensed free trade and the introduction of slavery will not only free them from the current burden of drudgery, but will also make Gethamane the mightiest city in the North. Yftar Rasri, the bitter but cowardly patriarch of the family, is also the de facto leader of the conspiracy. While the conspirators haven’t yet managed to make credible contact with a Guild representative — a previous attempt was rejected by the Guildsman in question as “an obvious case of entrapment to give the Mistress more ammunition against us” — it’s only a matter of time.
== LEGAL SYSTEM ==
== LEGAL SYSTEM ==
Line 467: Line 744:
Crime, in Gethamane, was defined by Bethan Redeye as “trespass on person, property or domain.” This was further codified by her grandson '''Senet''' into the Three Rules, which are the main source of Gethamane’s law and have been clarified over the years by other Masters and Mistresses of Gethamane.
Crime, in Gethamane, was defined by Bethan Redeye as “trespass on person, property or domain.” This was further codified by her grandson '''Senet''' into the Three Rules, which are the main source of Gethamane’s law and have been clarified over the years by other Masters and Mistresses of Gethamane.
-
Trials take place weekly in the Courthouse in front of three judges:  
+
Trials take place weekly in the Courthouse in front of three judges: one a Bethanite, one a senior member of the Guard and one a senior member of the farmers. (Lately, there has been a movement among the artisans, the merchants and the hunters and gatherers to permit other judges from their ranks, but it lacks support among the Guards and farmers.)
-
* one a Bethanite,  
+
-
* one a senior member of the Guard  
+
-
* one a senior member of the farmers.
+
-
(Lately, there has been a movement among the artisans, the merchants and the hunters and gatherers to permit other judges from their ranks, but it lacks support among the Guards and farmers.)
+
Complainant and criminal both state their cases to the panel of judges. If the complainant is unable to speak or otherwise present her case, then a family member or Guard may do so in her place (the latter usually in cases of homicide). Information obtained through spells or bound demons are permissible evidence, though attempting to sorcerously influence a judge is considered a serious case of personal assault and garners the appropriate penalty.
Complainant and criminal both state their cases to the panel of judges. If the complainant is unable to speak or otherwise present her case, then a family member or Guard may do so in her place (the latter usually in cases of homicide). Information obtained through spells or bound demons are permissible evidence, though attempting to sorcerously influence a judge is considered a serious case of personal assault and garners the appropriate penalty.
Line 511: Line 784:
'' "'''What we have, we hold:''' All crimes of trespass on another’s domain shall be paid for by a gift of land in turn, or the Dole shall be remitted and the trespasser cast forth to starve." ''
'' "'''What we have, we hold:''' All crimes of trespass on another’s domain shall be paid for by a gift of land in turn, or the Dole shall be remitted and the trespasser cast forth to starve." ''
-
The most difficult rule to administer is vitally necessary in an enclosed city such as Gethamane, where questions of trespass and personal privacy become important enough to lead to murder.  
+
If people who dislike each other cannot escape each other’s company, their enmity can escalate to murder. Gethamanians, therefore, value privacy as much as life and property, and trespass on another family’s territory becomes a serious crime. Gethamanians treat malicious gossip about another person’s activities as a form of trespass.  
-
Gethamanians, therefore, value privacy as much as life and property, and trespass on another family’s territory becomes a serious crime. Gethamanians treat malicious gossip about another person’s activities as a form of trespass.  
+
When two disputing parties share a property line, the penalty usually consists of moving that boundary by a foot or two to give the victim a section of the trespasser’s territory.  
-
When two disputing parties share a property line, the penalty usually consists of moving that boundary by a 1-2' to give the victim a section of the trespasser’s territory. This can result in rooms being shared between two families, with screens set up to give both sides some semblance of privacy.  
+
This results in many instances of two families sharing a room, with screens set up to give them an illusion of privacy. It can, indeed, be grounds for lawsuit to respond to anything one hears on the other side of such a screen… though noise of a sufficient volume (or sufficiently disturbing nature) that it cannot be ignored is also an offense. When disputants do not share a boundary, the city confiscates part of the trespasser’s property, then allows her family to “buy it back” and pays the resulting silver to the plaintiff’s family. Gethamanians are strict about privacy and property, but not insane.  
-
When disputants do not share a boundary, the city confiscates part of the trespasser’s property, and allows her family to “buy it back”, paying the fine to the plaintiff’s family.
+
-
It can, indeed, be grounds for lawsuit to respond to anything one hears on the other side of such a screen… though noise of a sufficient volume (or sufficiently disturbing nature) that it cannot be ignored is also an offense.  
+
The Guard can go anywhere in pursuit of a monster from the underways, and people fleeing a monster likewise have a right to cross another family’s property. (Indeed, a civic defense crisis trumps all questions of privacy and territory.) Families usually forgive trespass by children when a game of hide-and-seek gets out of hand (though their parents might be notified). Persistent trespass by older children can result in lawsuit, though, and the child’s family suffers significant disgrace.
-
While strict about privacy and property, Gethamanians are not insane. Simply running through someone else’s territory doesn’t qualify for full punishment under the Third Rule, but is usually settled by a simple fine of jade or services. Families usually forgive trespass by children when a game of hide-and-seek gets out of hand (though their parents might be notified). Persistent trespass by older children can result in lawsuit, though, and the child’s family suffers significant disgrace.
+
Trespass becomes treason where the Gardens are concerned. Any citizen who helps outsiders enter the Gardens commits a crime comparable to murder, for they endanger
 +
the city itself.
-
Guard can go anywhere in pursuit of a monster from the underways, and people fleeing a monster likewise have a right to cross another family’s property. A civic defense crisis trumps all questions of privacy and territory.
+
The Third Rule is the most difficult to administer but is vitally necessary in an enclosed city such as Gethamane, where questions of trespass and personal privacy become important enough to lead to murder. In cases in which the two disputing parties share a boundary, the penalty usually consists of moving the boundary line by a foot or two in the appropriate direction. This can result in rooms being shared between two families, with screens set up to give both sides some semblance of privacy. (Citizens of Gethamane do not find this sort of situation amusing, and outsiders are advised not to make jokes about it publicly.) If the two parties don’t
 +
share a boundary, then a complicated legal fiction arises.
-
Trespass becomes treason where the Gardens are concerned. Any citizen who helps outsiders enter the Gardens commits a crime comparable to murder, for they endanger the city itself.
+
The city officially confiscates a part of the first family’s territory, allows the family to “buy it back” and then pays the resulting jade to the second family.
-
 
+
-
 
+
-
(Citizens of Gethamane do not find this sort of situation amusing, and outsiders are advised not to make jokes about it publicly.)
+
 +
Simply running through someone else’s territory doesn’t qualify for full punishment under the Third Rule, but is usually settled by a simple fine of jade or services.
Children doing this aren’t generally brought up in front of the court for it, as it is expected that a hint to their family will settle the problem. However, in the event of persistent misbehavior by older children, it has been known to occur. This is considered a significant disgrace for the family in question.
Children doing this aren’t generally brought up in front of the court for it, as it is expected that a hint to their family will settle the problem. However, in the event of persistent misbehavior by older children, it has been known to occur. This is considered a significant disgrace for the family in question.
Line 534: Line 806:
=== Punishment ===
=== Punishment ===
-
Though execution is the ultimate sanction, the Council prefers a more demonstrative penalty for the most serious crimes.  
+
Though execution is the ultimate sanction, the Council prefers a more demonstrative penalty for the most serious crimes. Those found guilty of violent murder, serious fraud or conspiracy to give outsiders access to Gethamane’s Gardens are blinded, branded and set to labor for the rest of their lives in the fungus gardens. There, while doing heavy work that doesn’t require sight or freedom, the criminals provide a salutary example for other citizens.  
-
 
+
-
Those found guilty of violent murder, serious fraud or conspiracy to give outsiders access to Gethamane’s Gardens are blinded, branded and set to labor for the rest of their lives in the fungus gardens. There, while doing heavy work that doesn’t require sight or freedom, the criminals provide a salutary example for other citizens.  
+
Judges regard exile as a merciful punishment, and use it to punish crimes of passion or on those who clearly cannot live inside Gethamane, as exiles may serve their sentence in Gethamane’s mines and remain loosely connected to the city. Temporary exile usually lasts a minimum of five years, after which the criminal can resume their place in the city and among their family.
Judges regard exile as a merciful punishment, and use it to punish crimes of passion or on those who clearly cannot live inside Gethamane, as exiles may serve their sentence in Gethamane’s mines and remain loosely connected to the city. Temporary exile usually lasts a minimum of five years, after which the criminal can resume their place in the city and among their family.
Line 550: Line 820:
The Guard seldom chooses to help owners find slaves who escape in Gethamane. An escaped slave adopted into a citizen family also leaves the Second Rule’s purview, as she becomes a citizen herself. As such, though not encouraged by the city government, Gethamane includes a few abolitionists who encourage slaves to escape and come to them for adoption.
The Guard seldom chooses to help owners find slaves who escape in Gethamane. An escaped slave adopted into a citizen family also leaves the Second Rule’s purview, as she becomes a citizen herself. As such, though not encouraged by the city government, Gethamane includes a few abolitionists who encourage slaves to escape and come to them for adoption.
-
== FOREIGN RELATIONS ==
+
== THE GUARD ==
-
Though many desire the city, Gethamane has few outright enemies. None can conquer Gethamane, and Gethamane cannot threaten anyone else. Most states have nothing Gethamane especially needs, and Gethamane feels safe remaining neutral. Given the insularity of the city and the safety of its underground location, many citizens fear the enemies from below rather than those outside. Only the [[Guild]] and the [[Bull of the North]] particularly trouble Gethamane.
+
*'''Commanding Officer:''' [[Golden Stag]]
 +
*'''Secondary Officers:''' [[Gavne Wheelwright]], [[Mindros Yami]]
 +
*'''Armor Color''': Red; target shield bears a white mountain on a red field
 +
*'''Motto:''' ''“Let none of them survive!”''
 +
*'''Numbers:''' 5,000 medium infantry functioning in 20-man platoons (250 platoons total)
 +
*'''Armorment''': Lamellar armor and slotted helms, half carrying great axes and half with pickaxes and target shields
-
Currently Gethamane is pursuing a policy of cautious but proactive friendship with almost everyone.  
+
Gethamane has no army, only a Guard that keeps order and defends against creatures from the underways. At 5,000 well-trained troops, the Guard is quite a formidable force for a small city but has no experience operating in groups larger than the 20-man platoons (in most of Gethamane, it just isn’t possible to gather more soldiers in one place). Guards wear red lamellar armor and carry target shields blazoned with a white mountain on a red field. They favor heavy weapons that can hack, pierce and crush eldritch horrors.  
 +
Gethamane’s lack of a standing army or the ability to fund and furnish one means that the city pursues a generally pacifist line and has no inclination to invade other city-states or take over their resources.
-
Gethamane’s Mistress and Council now believe, however, that they must learn a great deal more about their neighbors… particularly the [[Bull of the North]].
+
When riots erupt in Gethamane, half the responding Guards carry leather-padded clubs, but the Guard never operates without the threat of lethal force and big damage.
-
Gethamane has built enough links with the world outside that the city has to pay attention to what’s going on in the North. Even the most insular farmer will acknowledge that it’s useful to be able to obtain trade goods, and the Guard appreciate the steel that is brought in for their weapons.  
+
Despite the high death rate from incursions below, the organization never lacks for recruits. A career in the Guard is considered very prestigious, and a Guard gets a high ration of the Dole. Less nobly, (and the main temptation that lures children into training) Guards receive greater opportunities to meet outsiders and 'collect' small gifts from them in return for assistance 'beyond the call of duty' (such as explaning the local geography and laws). Large bribes, however, or attempts to subvert a Guard into serious breaches of the law, constitute “injury to the city” and result in the Guard’s arrest if he is caught.
 +
don’t count as bribes but are considered tokens of gratitude for assistance beyond the call of duty.
 +
 
 +
The Captain of the Guard, [[Golden Stag]], is aware of this and takes care that his seconds, [[Gavne Wheelwright]] and [[Mindros Yami]], rotate their soldiers between duties regularly so everyone gets a fair share. These three officers command various district and shift lieutenants, and Guard posts are spread throughout the city.
 +
 
 +
a standard fee of one dinar of silver for every person who enters Gethamane (half an dinar per slave, by special concession of the Council) that is paid by the leader of the group.
 +
 
 +
The Guard’s overall commander occupies a Guardhall in the Garden District. Here the Guard trains, gathers to organize hunts for invading monsters and imprisons lawbreakers. A few hundred Guards bunk in the Guardhouse at all times, ready to go wherever they are needed.
 +
 
 +
Unlike the subdued tones of the rest of Gethamane, bright red pennants mark all entrances to the Guardhall. Doors in this complex are always high-quality iron.
 +
 
 +
Each Guard post has a large drum mounted on the wall. In any disturbance, one soldier beats a signal on the drum to alert other posts of the nature and location of the trouble, and to call for backup if this seems prudent. In the case of major disturbances such as monsters from the underways, riots or rampaging Exalts, a runner is additionally sent to the Guardhall with a report and a request for full mobilization.
 +
 
 +
 
 +
 
 +
Formation: Each platoon has a sergeant and a relay that signals other platoons using drumbeats. All the soldiers are heroic mortals. Talismans, thaumaturgical enchantments on weapons and special training at surrounding and ganging up on foes supply the unit’s Might. While individual platoons normally fight in close formation, in a citywide battle they are effectively stuck in skirmish formation.
 +
So are their enemies, as troops scatter through the tunnels.
 +
 
 +
In Limit Break, Gethamane resolves its internal conflicts by returning to its principles of absolute self-sufficiency and absolute social control. The government expels all outsiders, locks the gates and forces the population to live on the Dole for at least a season, and maybe as long as a year.
 +
 
 +
 
 +
In the event of serious trouble, a runner is always on duty to contact the Guardhall, and more Guards can be mobilized at a moment’s notice. The Guard tends toward firmness and severity. The constant awareness of the horrors lurking in Gethamane’s underways leaves the Guard on edge.
 +
 
 +
Guards quickly move in to capture anyone who makes a ruckus, while drumbeats signal for reinforcements and a runner races to the Guard’s headquarters.
 +
 
 +
 
 +
=== RIOTS IN THE GUILD DISTRICT ===
 +
 
 +
There are many possible causes for riots: arguments over space, accusations of theft, claustrophobia, culture shock from the surroundings, etc. It’s very easy for a crowded group of people to become a screaming mob. When this happens, any important merchants present barricade themselves in, and the Guildmasters themselves retreat to Tribunal Cave, while sending in mercenaries to crack heads and disperse the crowd.
 +
 
 +
The Guard may intervene if it thinks it’ll be easy to break the riot up in the early stages, or the Guard may just close off the Guild District and wait for things to die down. Any surviving rioters are liable to be tried on charges of breaking all three of the Rules and are likely to be fined for everything they possess.
 +
 
 +
The citizens of Gethamane don’t care if most of the foreigners in the Guild District kill each other. There will always be more outsiders, coming to trade or to explore the underways in the hopes of finding treasure. However, locals flee the Guild District themselves if they know a riot’s starting and are (from experience) quite good at spotting the tell-tale signs of rising aggression. This generally alerts the Guard, which moves to break things up or shut the district down.
 +
 
 +
 
 +
=== INCURSION PROCEDURE ===
 +
 
 +
There is a specific Guard alarm, given by drumbeat (or thumped out on the side of the wall or on the floor) — which everyone in Gethamane knows from childhood — that signals an incursion from the underways. Any citizens of Gethamane who hear the signal will retire to the nearest defensible spot, taking all noncombatants or those who cannot defend themselves with them, and arm themselves for battle. Any Guard who hears the drumbeat will immediately head for the area, forming up into squads there and preparing for battle. Those Guards who carry drums will repeat the drumbeat, adding the signifier, which makes it clear which underways’ entrance the alarm refers to. The Guardhall goes on full alert, the Gardens and Council are shut off and the wards raised and any outsider combatants in the vicinity who owe service to Gethamane — particularly thaumaturges or Exalted — are asked to lend their assistance. This is never treated as a drill or taken lightly; the people of Gethamane are terrified of the things that live beneath.
 +
 
 +
Once the incursion has been dealt with, the all clear is given, again by drum signal. Any monster corpses are taken to the Courthouse for investigation, while wounded Guards and civilians alike are taken to the Guardhall for treatment and observation. (There have been cases in the past in which citizens who were wounded by creatures from the underways later turned out to be under the creatures’ mental control and tried to sabotage areas of the city, assault Guards watching the entrances or just go on killing sprees.) The Guard on that particular entrance is doubled for the next half-month, in case of more incursions. All dead human bodies are taken to the temples for immediate funeral rites and incineration by the priests in order to prevent them possibly rising as undead. The procedures have been honed by practice, and both Guards and citizens alike know what they are expected to do.
 +
 
 +
== FOREIGN RELATIONS ==
 +
 
 +
Though many desire the city, Gethamane has few outright enemies. Most states have nothing Gethamane especially needs, and Gethamane feels safe in remaining neutral. Given the insularity of the city and the safety of its underground location, many citizens fear the enemies from below rather than those outside. Only the [[Guild]] and the [[Bull of the North]] particularly trouble Gethamane.
 +
 
 +
Gethamane’s Mistress and Council now believe, however, that they must learn a great deal more about their neighbors… particularly the [[Bull of the North]].
-
Previous Masters have fluctuated in how much they try to interact with regional politics or deal with icewalkers and the like, but only the most isolationist of Masters have totally ignored the outside world.
+
Gethamane has built enough links with the world outside that the city has to pay attention to what’s going on in the North. Even the most insular farmer will acknowledge that it’s useful to be able to obtain trade goods, and the Guard who are so busy keeping outsiders out still appreciate the steel that is brought in for their weapons. Previous Masters have fluctuated in how much they try to interact with regional politics or deal with icewalkers and the like, but only the most isolationist of Masters have totally ignored the outside world.
 +
Currently, under Mistress Katrin, Gethamane is pursuing a policy of cautious but proactive friendship with almost everyone. The Mistress can see the threat of the Bull of the North looming on the horizon, and she doesn’t want to be an isolated target if — or when — he arrives with his army. The only faction not receiving this friendly treatment is the Realm. Mistress Katrin has consistently refused to consider its requests to use Gethamane as a staging-post for the legions and doesn’t want to ally with any one Great House at the moment, given the potential for civil war.
-
The Mistress can see the threat of the Bull of the North looming on the horizon, and she doesn’t want to be an isolated target if — or when — he arrives with his army.
 
=== THE GUILD ===
=== THE GUILD ===
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=== THE REALM ===
=== THE REALM ===
-
The only faction not receiving Gethamane's 'friendly treatment' is [[the Realm]]. Mistress Katrin has consistently refused to consider its requests to use Gethamane as a staging-post for the legions and doesn’t want to ally with any one Great House at the moment, given the potential for civil war.
+
The Empress once commissioned her strategoi to evaluate Gethamane for conquest. They concluded the feat was possible (smuggle in spies and agents under the cover of merchant caravans, find a way to cut off Guild supplies to weaken the place) but, since it wasn't harboring rebels or fostering anti-Realm sentiments, it wasn't worth the trouble. Past Masters and Mistresses did not flaunt their defiance of the Realm, so the Empress never felt the need to make an example of the city and viewed Gethamane with a lenient eye. She mercifully allowed it to ignore paying tribute, and in turn Dynasts could occasionally visit to seek treasure in the underways, and far-traveling legions would be allowed to buy provisions at Gethamane.
-
 
+
-
The Empress once commissioned her strategoi to evaluate Gethamane for conquest. They concluded the feat possible (smuggle in spies and agents under the cover of merchant caravans, find a way to cut off Guild supplies to weaken the place) but, since it wasn't harboring rebels or fostering anti-Realm sentiments, it wasn't worth the trouble.  
+
-
 
+
-
Past Masters and Mistresses did not flaunt their defiance of [[the Realm]], so the Empress never felt the need to make an example of the city and viewed Gethamane with a lenient eye. She mercifully allowed it to ignore paying tribute, and in turn Dynasts could occasionally visit to seek treasure in the underways, and far-traveling legions would be allowed to buy provisions at Gethamane.
+
Recently, with the Scarlet Empress vanished and the Great Houses contending for power, numerous Dragon-Blooded have planned to boost their houses’ prestige and their own fame by conquering or controlling Gethamane - making it a tributary of the Realm. So far, their plans have ranged from the wild and woolly to the ineffective, but a couple of the better planners are prepared to spend decades building up spy networks, agents and influence. Like the Guild, these Dragon-Blooded have realized that Gethamane depends on its sunken Gardens, and, like the Guild, these Dragon-Blooded are faced with the problem of how to enfeeble Gethamane without destroying the Gardens and causing the city’s ruin.
Recently, with the Scarlet Empress vanished and the Great Houses contending for power, numerous Dragon-Blooded have planned to boost their houses’ prestige and their own fame by conquering or controlling Gethamane - making it a tributary of the Realm. So far, their plans have ranged from the wild and woolly to the ineffective, but a couple of the better planners are prepared to spend decades building up spy networks, agents and influence. Like the Guild, these Dragon-Blooded have realized that Gethamane depends on its sunken Gardens, and, like the Guild, these Dragon-Blooded are faced with the problem of how to enfeeble Gethamane without destroying the Gardens and causing the city’s ruin.
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=== WHITEWALL===  
=== WHITEWALL===  
-
[[Whitewall]] is the closest that Gethamane comes to an ally. Neither city has many other neighbors (that are human, at least). Gethamane’s leaders cultivate merchants from Whitewall just to remind the Guild that they can be replaced; and it’s often cheaper to buy Whitewall’s metalwork directly than through Guild intermediaries.
+
Whitewall is the closest that Gethamane comes to an ally. Neither city has many other neighbors (that are human, at least). Gethamane’s leaders cultivate merchants from Whitewall just to remind the Guild that they can be replaced; and it’s often cheaper to buy Whitewall’s metalwork directly than through Guild intermediaries.
-
While Gethamane is glad of the trade from [[Whitewall]], particularly the minerals and ores for which Whitewall is famous, there is little diplomacy between the two cities. Both remain snug barring themselves against the world outside, and both are content with the current state of affairs.  
+
While Gethamane is glad of the trade from Whitewall, particularly the minerals and ores for which Whitewall is famous, there is little in the way of diplomacy between the two cities. Both have adopted a strategy of remaining snug within their walls and barring themselves against the world outside, and both are content with the current state of affairs. Some Gethamanians hold Whitewall as an example of weak-minded feebleness (alliances with the Realm, the fey and the undead) and praise Gethamane’s own independence, but most citizens of Gethamane are willing to acknowledge that Whitewall gets along as best it can and does better than most.  
-
 
+
-
Some Gethamanians hold Whitewall as an example of weak-minded feebleness (alliances with the Realm, the fey and the undead) and praise Gethamane’s own independence, but most citizens of Gethamane are willing to acknowledge that Whitewall gets along as best it can and does better than most.  
+
Whitewall miners have prospected the mountains around Gethamane more than once but have yet to find any significant mineral deposits.
Whitewall miners have prospected the mountains around Gethamane more than once but have yet to find any significant mineral deposits.
 +
=== THE FAIR FOLK ===
-
'''The Rakasha'''
+
Gethamane’s hunters and gatherers occasionally encounter the Fair Folk. The tales of the survivors ensure the Gethamanians’ thorough hatred and fear of the raksha. Fortunately
 +
for Gethamane, the local Fair Folk have no desire to enter a city that gives them the creeping horrors—not even fae who normally might relish such a strange and dramatic
 +
emotion. Fair Folk blame this aversion on the city’s jade and orichalcum gates, not on quiescent reality engines or an instinctual sense for Vodak’s presence.
-
Gethamane’s hunters and gatherers occasionally encounter Fair Folk. The tales of the survivors ensure the Gethamanians’ thorough hatred and fear of the raksha. Fortunately for Gethamane, the local Fair Folk have no desire to enter a city that gives them the creeping horrors—not even fae who normally might relish such a strange and dramatic emotion. Fair Folk blame this on the city’s jade and orichalcum gates.
 
 +
=== THE YOZI ===
-
'''The Yozi'''
+
Gethamanians abhor demons as much as most people do. Fortunately the few who rarely enter Gethamane — most likely summoned or sent there on a mission by a sorcerer or thaumaturge - also seem to loathe Gethamane, and do not linger even when they have the chance. They feel something immensely darker and more dangerous than themselves lurking nearby.  
-
 
+
-
Gethamanians abhor demons as most people do. Fortunately the few who rarely enter Gethamane — likely summoned or sent there by a sorcerer or thaumaturge - also seem to loathe Gethamane, and do not linger even when they have the chance. They feel something immensely darker and more dangerous than themselves lurking nearby.  
+
Gods and elementals avoid the city for the same reason, though none of these spirits can find the ultimate source of the terrifying Essence.
Gods and elementals avoid the city for the same reason, though none of these spirits can find the ultimate source of the terrifying Essence.
-
=== ANATHEMA ===
 
-
While the current citizens of Gethamane are descended from those who fled there during the Usurpation, the lack of constant Realm influence or Immaculate presence has left them with no particular hatred toward any Exalted.
 
-
The citizens’ attitude toward beings of great power who command mighty Charms and spells and wield ancient weapons is merely one of sensible distrust and caution. Any obvious Solar who enters the city will be noted at the gates, directed to the Guild District as a visitor and watched by the Guard (within reason); a sigh of relief will be generally breathed when she leaves the city. They will not be unduly persecuted, however, or have people trying to lead mobs against her. Individual action by visiting Dragon-Blooded or Immaculates is possible, but in that case, the Guard will primarily blame the aggressors rather than the Solar and appreciate any attempts made to avoid significant property damage.
+
=== THE BULL OF THE NORTH ===
-
The Mistress of Gethamane is interested in employing Exalted to clear out portions of the underways but otherwise has no real need for them — that she knows of. She is very much aware of the power of the Solars (The [[Bull of the North]] is a powerful reminder to the whole North that the Solars are dangerous) and knows a number of them are currently looking for defensible bases  While she has no wish to anger any Celestial Exalted, she would prefer they stay out of Gethamane. Failing that, if they are in Gethamane, hope they behave according to the city’s laws.
+
Gethamane is not blind or dead, even if buried underground. Even isolationist Gethamanians hear stories of the Bull of the North, and they frighten the city’s leaders. They don’t credit Realm propaganda about “Anathema,” but anyone who can massacre Dynasts (the city’s standard for powerful, erratic individuals) is a danger Gethamane don’t want to face.
-
Gethamanians do not much like the Terrestrial Exalted, chiefly because of high-handed Immaculates and Dynasts. They also know the danger of showing such dislike. The Dragon-Blooded rarely stay in Gethamane for long, though. They have bad dreams as the maddened gods clumsily try to warn them and, through them, the long-dead Solar Deliberative. The people have no experience with other Exalted (that they know about) and base their opinions on stories. They fear the Lunar Exalted as patrons of the icewalkers and other barbarians.
+
The Mistress and Council know about the Bull’s rise and are debating on which course of action to take if he approaches Gethamane. Eventually, the Bull will want Gethamane, as an ally or a tributary (or to serve as a public example). The easiest option is to close off the mountain and maintain a state of siege. While Gethamane could probably sustain this longer than the Bull could, all trade would be disrupted (or worse, the Guild might ally with the Bull) and there is always the dire possibility the powers of the Bull and his allies could crack Gethamane open like an egg.
-
Naturally, Gethamane has no knowledge of the Sidereals. Other Exalted are too new for Gethamanians to know about them. Any Exalted who visit Gethamane, or Exalt among them, could determine how the people feel about their kind for centuries to come.
+
The second option is to ally formally with the Bull and pay tribute, in the time-honored tradition of cities, to icewalkers. Given recent events in Halta, more Council members are inclining to this point of view. While this course of action would compromise Gethamane’s independence, paying tribute would preserve the city and its inhabitants.  
-
'''Bull of the North'''
+
Nobody even considers suggesting outright defying and attacking the Bull him, or allying with anyone who has such plans. Gethamane is biased toward survival, not suicide.
-
Even isolationist Gethamanians hear stories of the Bull of the North. While they don’t credit Realm propaganda about “Anathema,” anyone who can massacre Dynasts (the city’s standard for powerful, erratic individuals) is a danger Gethamane don’t want to face. However, eventually, the Bull will want Gethamane, as an ally or a tributary (or to serve as a public example) thus the Council currently debates on how to react.  
+
All agree that Gethamane must learn more and acquire whatever power and allies it can find.
-
The easiest option is to close off the mountain and maintain a state of siege. While Gethamane could probably sustain this longer than the Bull could, all trade would be disrupted (or worse, [[the Guild]] might ally with the Bull) and there is always the dire possibility the powers of the Bull and his allies could crack Gethamane open like an egg.
 
-
The second option is to ally formally with the Bull and pay tribute. Given recent events in Halta, more Council members are inclining to this point of view. While this would compromise Gethamane’s independence, paying tribute would preserve the city and its inhabitants.
 
-
No one even considers outright defying and attacking the Bull, or allying with anyone who has such plans. Gethamane is biased toward survival, not suicide.
+
=== ANATHEMA ===
-
All agree Gethamane must learn more and acquire whatever power and allies it can find.
+
While the current citizens of Gethamane are descended from those who fled there during the Usurpation, the lack of constant Realm influence or Immaculate presence has left them with no particular hatred toward any Exalted.
 +
 
 +
The citizens’ attitude toward beings of great power who command mighty Charms and spells and wield ancient weapons is merely one of sensible distrust and caution. Any obvious Solar who enters the city will be noted at the gates, directed to the Guild District as a visitor and watched by the Guard (within reason); a sigh of relief will be generally breathed when she leaves the city. They will not be unduly persecuted, however, or have people trying to lead mobs against her. Individual action by visiting Dragon-Blooded or Immaculates is possible, but in that case, the Guard will primarily blame the aggressors rather than the Solar and appreciate any attempts made to avoid significant property damage.
 +
 
 +
The Mistress of Gethamane is interested in employing Exalted to clear out portions of the underways but otherwise has no real need for them — that she knows of. She is very much aware of the power of the Solars (The [[Bull of the North]] is a powerful reminder to the whole North that the Solars are dangerous) and knows a number of them are currently looking for defensible bases  While she has no wish to anger any Celestial Exalted, she would prefer they stay out of Gethamane. Failing that, if they are in Gethamane, hope they behave according to the city’s laws.
 +
 
 +
Gethamanians do not much like the Terrestrial Exalted, chiefly because of high-handed Immaculates and Dynasts. They also know the danger of showing such dislike. The Dragon-Blooded rarely stay in Gethamane for long, though. They have bad dreams as the maddened gods clumsily try to warn them and, through them, the long-dead Solar Deliberative. The people have no experience with other Exalted (that they know about) and base their opinions on stories. They fear the Lunar Exalted as patrons of the icewalkers and other barbarians.
 +
 
 +
Naturally, Gethamane has no knowledge of the Sidereals. Other Exalted are too new for Gethamanians to know about them. Any Exalted who visit Gethamane, or Exalt among them, could determine how the people feel about their kind for centuries to come.
=== FOREIGNERS ===
=== FOREIGNERS ===

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