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	<id>https://bw.camlarp.co.uk/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Estantia+Old</id>
	<title>Breaking Worlds - User contributions [en]</title>
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	<updated>2026-05-02T05:11:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Totem_spirits&amp;diff=910</id>
		<title>Totem spirits</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Totem_spirits&amp;diff=910"/>
		<updated>2017-01-28T22:30:21Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: adding vingette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Elements|Magic}}&lt;br /&gt;
The most powerful [[spirits]] known to the [[Animism|priests]] and [[Magic|witches]] of [[Arginet]] are the five totem spirits.  They are tremendously powerful but also distant; they have never been directly contacted by mortals and what is known of them comes from the so-called [[Spirits#Degrees of power|greater spirits]].&lt;br /&gt;
&lt;br /&gt;
The totem spirits are [[Animist orders|worshipped]] as gods by some, and unsurprisingly there is a great degree of curiosity among mortals about their natures and desires.  Even the [[Seekers of the Utmost]], who reject the totems’ divinity, view them with respect and fascination.&lt;br /&gt;
&lt;br /&gt;
== Dragon ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Wood]], usually appearing as masculine.&lt;br /&gt;
&lt;br /&gt;
The spirits of Wood have sometimes been likened to friendly but rowdy youths.  In this analogy, Dragon is the slightly older, wiser figure who serves as a mentor and inspiration to the rest.  He relishes novelty and is said to both collect new finds and encourage his entourage to create new marvels of their own.&lt;br /&gt;
&lt;br /&gt;
Dragon is fond of living things, and seems to particularly love seeing things and people grow.  Despite the youthful associations of Wood he is also invoked to bless comings of age, [[Sexuality, identity, and relationships|weddings]], and graduation ceremonies.  By the same token, stagnation and dullness are likely to draw his anger.&lt;br /&gt;
&lt;br /&gt;
== Phoenix ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Fire]], sometimes appearing as masculine and sometimes as feminine.&lt;br /&gt;
&lt;br /&gt;
Among the passionate spirits of Fire, Phoenix burns the brightest.  They are depicted as constantly changing, flying from one obsession to the next.  A few greater spirits have claimed to be Phoenix’s lovers, or former loves now ignored - or turned enemies.&lt;br /&gt;
&lt;br /&gt;
It has been said that Phoenix does not care how others act, as long as they do act, and listen to their hearts.  They are most associated with acts of creation and destruction: both the sculptor who carves a masterpiece and the iconoclast who smashes it are likely to appeal to Phoenix for their blessing.&lt;br /&gt;
&lt;br /&gt;
== Bear ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Earth]], usually appearing as feminine.&lt;br /&gt;
&lt;br /&gt;
The spirits of Earth seem to regard each other as family of sorts, and though they are nor without their differences, they all listen to their matriarch, Bear.  She is revered for her steadfastness and strength and is said to look kindly on others who uphold these virtues.&lt;br /&gt;
&lt;br /&gt;
More than any other totem spirit, Bear is invoked as the patron of organisations and groups.  She is particularly revered by people who work together for a cause, and most of all by those who must fight in defence of their ideal.&lt;br /&gt;
&lt;br /&gt;
== Tiger ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Metal]], usually appearing as genderless.&lt;br /&gt;
&lt;br /&gt;
Tiger is at the pinnacle of the hierarchy of Metal, ruling over their subjects with an iron claw.  Those spirits who have spoken of them describe them as the ultimate authority figure: strong, calculating, and utterly implacable.&lt;br /&gt;
&lt;br /&gt;
They are believed to favour people who seek to establish order in society and to lead - or simply dominate - other people.  Tiger is also invoked by those who feel fear or anger to help harness those darker emotions and channel them into action and resolve.&lt;br /&gt;
&lt;br /&gt;
== Serpent ==&lt;br /&gt;
&lt;br /&gt;
The totem spirit of [[Water]], usually appearing as feminine.&lt;br /&gt;
&lt;br /&gt;
Spirits of Water are by their nature beings of thought and contemplation, and Serpent exemplifies this.  She is described as being curious and analytical,  always seeking to feed her unfathomable intellect while presenting a dispassionate face to those around her.  Even the other spirits claim little understanding of her desires and goals.&lt;br /&gt;
&lt;br /&gt;
Even so, Serpent is called on by mortals to grant insight.  She is believed to favour those who make the best use of their minds - people who seek understanding of themselves and the world around them, and who use cunning and trickery to overcome mere physical concerns.&lt;br /&gt;
&lt;br /&gt;
{{IC|The five students sat at their usual table. “So which of the totems do you reckon would be the worst to be killed by?”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the other scholars spat out their drink, “Do not piss off the totem spirits!”&amp;lt;br&amp;gt;&lt;br /&gt;
“No I’m just saying, theoretical question!” the first protested, “Because I mean Bear is easiest to piss off, but she’d just swat you and be done with it.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Tiger.” said the third, taking a deep drink, “Definitely Tiger, Metal can be horrible.”&amp;lt;br&amp;gt;&lt;br /&gt;
“I think I agree, Wood’s going to be able the same as Bear, only with less extreme prejudice.”&amp;lt;br&amp;gt;&lt;br /&gt;
The second pulled a face, “And let’s face it, the only difference between if Phoenix loves you or hates you is whether you survive when they say ‘Burn’, and even then it’s chancy.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The four of them nodded before the fifth spoke up. “Serpent’s worst.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Really?” the third pulled a face, “But Tiger won’t even kill you quickly, they’ll do it slowly, making sure you knew every damn second just how much bigger they were then you, putting you in your place for every moment of agony before you were ground down beyond dust.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Precisely. Serpent won’t lay a finger on you.” The fifth said quietly, “She’ll smile as she slowly takes away everything you have, job, friends, family… she’ll systematically destroy everything, even hope, until all that’s left is Serpent’s smile.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group shivered.&amp;lt;br&amp;gt;&lt;br /&gt;
“I wish you hadn’t said that, now I need another drink.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Let’s just not piss off any of them.” The second scholar pointed to the fifth. “Also, you’re buying.”}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Royal_Armies_internal_matters&amp;diff=909</id>
		<title>The Royal Armies internal matters</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Royal_Armies_internal_matters&amp;diff=909"/>
		<updated>2017-01-28T22:22:15Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: Adding duel vignette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Categories|Armies}}&lt;br /&gt;
Each of [[the Royal Armies]] has recruits of all kinds and specialities, but varied [[Geography|terrain]] and duties across [[Arginet]] mean each Army has a reputation for being good at certain things.  Banter both within and between armies about the relative quality of their troops is a staple of Army humour, with varied and unflattering nicknames for every division.&lt;br /&gt;
&lt;br /&gt;
Almost every recruit signs up to the Armies for a set period of time (typically at least two years), after which they can either remain with the service or honourably retire to civilian life.  Most choose to serve for longer as the Armies allow greater chance for advancement than almost any other walk of life in Arginet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The three Armies ==&lt;br /&gt;
&lt;br /&gt;
Given the difficult terrain and the amount of uninhabited land it is unsurprising that the [[The Royal Armies branches of service#Scouts|scouts]] of the &#039;&#039;&#039;Army of the North&#039;&#039;&#039; are the best in Arginet, known for vanishing into [[the Northlands]] for weeks on end without contact until they appear out of the trees to assist a merchant travelling the Northern Pass.  The beasts of the interior mean their [[The Royal Armies branches of service#Infantry|heavy infantry]] are also fairly good, as their other main duties are defending villages and guarding those who travel the roads.&lt;br /&gt;
&lt;br /&gt;
In the South the land tends to be fairly open with only small pockets of wilderness so the Army of the South mostly deals with human threats: bandits, peasant unrest, [[The Noble Houses internal matters|noble family]] squabbles that endanger the populace, and (before [[the Breaking]]) pirates and invaders.  Heavy troops tend to take a sideline here as threats need fast responses and fast talking to navigate.  Unsurprisingly the &#039;&#039;&#039;Army of the South&#039;&#039;&#039; has the highest proportion of [[The Royal Armies branches of service#Cavalry|cavalry]] as well as younger children of [[The Noble Houses marriage and inheritance|noble families]] - though saying to their faces that they use family connections to smooth things over is a sure way to have a duel on your hands.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Army of the Centre&#039;&#039;&#039; has to deal with everything from guarding the Midland Road to dealing with mercantile chaos in [[The Western Reach#Aulin|Aulin]] and are considered the most versatile of the Armies.  A regiment must have the flexibility to change tasks overnight, the ability to work with their Northern or Southern compatriots as necessary, and the fortitude to deal with threats from any quarter.  The [[The Royal Armies branches of service#Infantry|heavy infantry]] of the Army of the Centre, not restricted by speed or terrain, make up the solid backbone of the Army and are (reluctantly) acknowledged to be essential when the worst happens even by the other Armies.  Since the Breaking they’ve become even more important, holding the line against strange rift creatures when they didn’t even know what they were fighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chain of command ==&lt;br /&gt;
&lt;br /&gt;
=== Commissioned ranks ===&lt;br /&gt;
The Armies maintain a handful of academies (such as [[Fiveways#Royal Military Academy Fiveways|Royal Military Academy Fiveways]]) whose purpose is training officers for command.  Officer candidates are trained rigorously in combat and leadership skills and given a thorough instruction in military organisation, strategy and tactics, at the end of which they are granted a commission.&amp;lt;br&amp;gt;&lt;br /&gt;
A certain level of education and leadership ability is required to join an academy, so although people of any background can enrol the system favours the wealthy or noble-born.  A few people gain academy places or commissions through bribery or patronage; how acceptable this is considered to be depends very much on the [[The Royal Armies branches of service|branch of service]] concerned.&lt;br /&gt;
* &#039;&#039;&#039;General:&#039;&#039;&#039; Each of the three Armies - North, South, and Centre - is commanded by a general.  All three are members of the Royal Council and report directly to [[the Crown]], and when a general dies or retires it is the Crown who selects their replacement.&lt;br /&gt;
* &#039;&#039;&#039;Colonel:&#039;&#039;&#039; Several colonels, each having command of a &#039;&#039;regiment&#039;&#039;, report to each general.&lt;br /&gt;
* &#039;&#039;&#039;Captain:&#039;&#039;&#039; The basic unit of the Armies is the &#039;&#039;company&#039;&#039;, which comprises fifty to a hundred troops commanded by a captain.  Each company usually has a distinct identity and is often raised from a single area, but it may include people from different [[The Royal Armies branches of service|branches of service]].  (It is possible for a PC to be promoted to the rank of Captain for successful service.)&lt;br /&gt;
* &#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; Each company has at least one lieutenant to assist the captain in their duties.  They may be given command of a &#039;&#039;platoon&#039;&#039; - a detachment of troops from the company assigned to a specific task.  (PCs who are Army members may start with the rank of Lieutenant.)&lt;br /&gt;
* &#039;&#039;&#039;Ensign:&#039;&#039;&#039; The most junior commissioned officers are ensigns; almost all academy graduates start at this rank.  They are expected to learn the duties of company command and assist the captain and lieutenants directly, but may also have particular roles such as carrying the company standard.  An ensign is sometimes given command of a &#039;&#039;squad&#039;&#039; of up to ten soldiers.  (PCs who are Army members may start with the rank of Ensign.)&lt;br /&gt;
Higher ranking officers may have a personal guard no bigger than a single squad over whom they have direct command.  This often includes people who have served with them since joining the Armies.&lt;br /&gt;
&lt;br /&gt;
=== Enlisted ranks ===&lt;br /&gt;
&lt;br /&gt;
The majority of soldiers within the Armies have no commission, and are expected to concern themselves more with the practical and physical aspects of soldiering.  There are no particular requirements for joining as an enlisted soldier but recruits are expected to have a degree of fighting ability or some other skill directly useful to the army.&lt;br /&gt;
* &#039;&#039;&#039;Sergeant:&#039;&#039;&#039; Promoted from the ranks for competence and good service, sergeants are responsible for many of the practical concerns of a company, and are usually more experienced than the ensigns from whom they technically take orders.  Those who distinguish themselves are occasionally given the opportunity to train for a commission and gain promotion to Ensign or even straight to Lieutenant.  Each company has several sergeants.  They may support a company officer (captain, lieutenant, or ensign) or be given independent command of a &#039;&#039;squad&#039;&#039;.  (PCs who are Army members may start with the rank of Sergeant.)&lt;br /&gt;
* &#039;&#039;&#039;Private:&#039;&#039;&#039; The bottom rank of the armies, and the most numerous.  Most people join at this rank and must work their way up through courage, discipline, and persistence.  (The degree of responsibility given to private soldiers is low, so PCs who wish to have full Army membership should not choose this rank.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Internal disputes ==&lt;br /&gt;
&lt;br /&gt;
One thing all soldiers have in common is discipline.  Hierarchy is more important for the Armies than for any other faction and each stage of the hierarchy is expected to be followed by those below.  In return for this obedience those above provide for them and accept responsibility for their mistakes.&amp;lt;br&amp;gt;&lt;br /&gt;
For example: A carter may be the one to take insufficient swords to a unit and a logistics private may have calculated it wrongly, but the sergeant who gave those orders will takes the punishment as they failed to check the numbers were correct.  This won’t stop the logistics private getting hell from the sergeant - but they won’t get the official punishment.&lt;br /&gt;
&lt;br /&gt;
Official punishments are set and given by the direct superior officer in the chain of command.  In the example above the logistics lieutenant punishes the sergeant, but the infantry sergeant who didn’t get enough swords only knows the details about the sergeant and has no say on what the punishment is, though they or their superior can attempt to lean on the lieutenant to give a harsher punishment.  That said an officer who lets their troops off too lightly too often will face their own series of questions.&lt;br /&gt;
&lt;br /&gt;
Disputes between individuals or groups causes mistrust, and the damage to fighting strength this produces is considered utterly unacceptable.  Matters of this nature are settled by duels in order to get things dealt with cleanly, letting out all the anger so that soldiers can get on with their duty.  Duels must be non-fatal, not leave permanent damage (such as mutilation or amputation), and are advised to have a medic in attendance.  The duel is not considered over unless all participants have nothing more to add physically or verbally, though this may mean pausing for healing mid-fight.  As all grievances are considered void at the end of the duel, this encourages fighters to air everything, including things they might otherwise have kept hidden such as secret affairs.&amp;lt;br&amp;gt;&lt;br /&gt;
The higher the rank of the disputants, the more formal the duel.  Challenges between different ranks are possible, but unusual, and the greater the difference in rank, the more exceptional.  Disputants are also expected to exercise care in choosing where to hold their duel and to consider how it will affect the reputation of their unit.&lt;br /&gt;
&lt;br /&gt;
Oddly, the nature of the military means that this tends to work and the fighters generally leave with no resentment towards the opposite party and occasionally go to duel a third after new information comes to light.  After a duel ends the matter is officially resolved and any further actions taken against someone for the same matter are considered not only punishable but highly dishonourable, risking expulsion from the Army.&lt;br /&gt;
&lt;br /&gt;
{{IC|She panted, wiping blood from her mouth and fire still coiling in her chest. The slimy paper pusher opposite her looked just as battered from their repeated visits to the floor, using their spear to hold themselves upright.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Are you done?” said the medic from the side, “Speak now or forever hold your peace.”&amp;lt;br&amp;gt;&lt;br /&gt;
“I’m done.” the pencil pusher said, “I can’t be bothered, let’s end this.”&amp;lt;br&amp;gt;&lt;br /&gt;
She said nothing, her hand balling into a fist, her other tightening around her sword. Hatred seethed in her mind, the duel was meant to get rid of that, to stop the simmering resentment, and yet this little asswipe still made her blood boil, but she couldn’t say, not in public like this.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The medic looked at her gritted teeth, “You’ve got more to add?”&amp;lt;br&amp;gt;&lt;br /&gt;
She heard footsteps and the soft voice of her Sergeant behind her, “She’s got more.” the voice quietened, “I know you Mel, this is bigger than division insults and swiped bunks, what’s got you tied in knots?”&amp;lt;br&amp;gt;&lt;br /&gt;
“Can’t say, not in front of this crowd.”&amp;lt;br&amp;gt;&lt;br /&gt;
“You want it to not be said at all? For the bastard to get away with it?”&amp;lt;br&amp;gt;&lt;br /&gt;
“... No sir.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Then you know what to do. Things left in darkness fester, rot spreads. If you want to kill it, you need to drag it into the light.”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
She straightened and sprinted forward before the pencil pusher had time to react, her sword keeping the spear out the way so she could punch him squarely in the face, bringing her knee up to hit his gut, “That’s for Jack, you slime.”&amp;lt;br&amp;gt;&lt;br /&gt;
“Wait, what’s Jack got to do with this?” One of her squadmates piped up from the sidelines as the paperpusher paled. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“This sorry excuse for a cowpat dated him once.” She said, kicking his arm out from under him when he tried to stand, “Nice dinners, walking late at night, keeping it quiet like Jack asked ‘cos he’s shy.”&amp;lt;br&amp;gt;&lt;br /&gt;
The paper pusher tried to lunge for her, Mel’s sword slapped the blade away. “And then he finally charms his way into Jack’s pants, except as soon as he gets what he’s after he ups and drops him.” Her eyes blazed with fury, “The fuck is your problem you asswipe?! You know how much that hurt him?! He didn’t sodding move for two days!”&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The paper pusher jumped to his feet, looking round nervously as the crowd watching the ring started to growl. There were no friendly faces now, even those of his own squad looked disgusted.&amp;lt;br&amp;gt;&lt;br /&gt;
One of them lifted their hand, “May I join the duel? I’ve suddenly got something that needs settling…”}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=497</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Character_creation&amp;diff=497"/>
		<updated>2016-10-02T16:32:49Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom -&amp;gt; realm or nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To play [[Breaking Worlds]], you take on the role of a character within the setting - an adventurer in the town of [[Fiveways]].&amp;lt;br&amp;gt;&lt;br /&gt;
The kind of character you play is up to you.  You can be a soldier or a pacifist, a priest or a scholar, a revolutionary or a reactionary, and many more things besides.  We encourage you to use your imagination and consider what you will have the most fun playing.&lt;br /&gt;
&lt;br /&gt;
It is important to think about how your character fits into the setting of Breaking Worlds, and what abilities you want them to have.&amp;lt;br&amp;gt;With this in mind we have created a guide here to creating a character for the game.  If you are new to LARP, we recommend going through it in order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an origin ===&lt;br /&gt;
&lt;br /&gt;
Every journey starts somewhere.  Player characters in Breaking Worlds were all at least born human, but they can have any of the following origins:&lt;br /&gt;
* [[Arginet|Arginese]] - your character is from the realm of Arginet, the main setting of Breaking Worlds.  They might be from [[Fiveways]] or further afield; have a look at the pages on [[geography]] if you want to explore some possibilities.&lt;br /&gt;
* [[Foreign nations|Foreign]] - your character is from another nation in the world of Arginet.  You should choose one of the countries linked from the foreign nations page.&lt;br /&gt;
* [[Offworlders|Offworld]] - your character was born in another world and has come to Arginet through a [[The Breaking|mysterious rift]] in the last few months.  There are many possibilities for what their homeworld was like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a nature ===&lt;br /&gt;
&lt;br /&gt;
Despite their beginnings, not all characters in Breaking Worlds have remained fully human.  Your character may be any of the following:&lt;br /&gt;
* [[Humans|Human]] - a living, breathing mortal without any special magical nature.&lt;br /&gt;
* [[Fay]] - a human who has become suffused with [[The Elements|elemental]] influence, changing their personality and appearance.  In Arginet this is traditionally associated with the [[Social class|nobility]].  Offworlders may not start play as fay.&lt;br /&gt;
*[[Wights|Wight]] - a human or fay who has died and returned to life as their [[Ancestors|spirit]] has reanimated their corpse.  Wights have only started to appear in the few months since [[the Breaking]] began.&lt;br /&gt;
If a living character dies in play and their body is safe, the refs may allow them to return as a wight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose an affiliation ===&lt;br /&gt;
&lt;br /&gt;
People are often drawn to causes or identities bigger than themselves.  Breaking Worlds supports, but does not require, characters taking sides in the conflicts of the setting.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese, they &#039;&#039;may&#039;&#039; start as a full member of one of the three main political [[factions]]:&lt;br /&gt;
* [[The Noble Houses]] - the old feudal nobility, internally competitive but united in defending the status quo.&lt;br /&gt;
* [[The Royal Armies]] - loyal only to [[the Crown]] and to each other, determined to strengthen and protect the nation by any means.&lt;br /&gt;
* [[The Reform Coalition]] - a fractious assortment of reformers and revolutionaries seeking to build a new social order.&lt;br /&gt;
All three of these factions are active throughout the country and have substantial resources at their disposal.  However, they demand loyalty from their members and will not hesitate punish backsliding.&lt;br /&gt;
&lt;br /&gt;
If your character is Arginese or from a foreign nation, they &#039;&#039;may&#039;&#039; start as a member of a minor faction or organisation.  This could be a [[Animist orders|religious order]], a guild, a diplomatic mission, or any number of other groups.  Feel free to make up your own - although minor factions like these won&#039;t be able to provide material support in the same way as the big three, they give your character more freedom and form a part of their identity within the world.&lt;br /&gt;
&lt;br /&gt;
You can also play a character who is completely independent.  They could have joined the adventurers for personal gain, excitement, curiosity, or even by accident.  If your character is from offworld, they must start as independent.&lt;br /&gt;
&lt;br /&gt;
It is possible to join or leave factions during play, regardless of your character’s origin.  Bear in mind, however, that there may be in-character conditions or consequences for doing so...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a class ===&lt;br /&gt;
&lt;br /&gt;
Everyone has something they’re particularly good at.  In Breaking Worlds characters may belong to any one of three classes:&lt;br /&gt;
* [[Warrior skills|Warrior]] - a fighter trained with weapons and armour, capable of dealing and taking serious damage.&lt;br /&gt;
* [[Channeller skills|Channeller]] - a [[Channelling|magician]] who can use raw [[The Elements|elemental]] power to fight, heal, and manipulate the world around them.&lt;br /&gt;
* [[Evoker skills|Evoker]] - a mystic who summons and bargains with spirits to gain new powers and create magic items.&lt;br /&gt;
&lt;br /&gt;
Each character gets the starting skill from their class for free, and has a slight bonus applicable to skills from their class.  Although you can always buy skills from other classes as well as [[general skills]], it is not possible to change your class in play.&lt;br /&gt;
&lt;br /&gt;
You can start without a class if you only buy general skills and do not have any class skills.  You may choose a class in any future downtime, and if and when you do so you immediately get its starting skill for free - but until that point, you may not buy any class skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose skills ===&lt;br /&gt;
&lt;br /&gt;
The abilities of a character within the framework of the rules are defined by their [[skills]].  These are intended not to be restrictive, but to keep gameplay fair and balanced.  Combat, magic, healing, and downtime abilities are the areas where your character’s skills are most important.&lt;br /&gt;
* All characters start with some basic combat and healing abilities, described on the [[starting abilities]] page.  Note that wights have slightly different abilities to living characters - they cannot bind spirits without training, but are slightly more resilient.&lt;br /&gt;
* You get the starting skill for your class for free.&lt;br /&gt;
* You may spend experience points (XP) to buy more skills.&lt;br /&gt;
* Characters start with 20 XP.  You need not spend this all at character creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Choose a name ===&lt;br /&gt;
&lt;br /&gt;
The name of your character can say a lot about them.  The page on [[names]] describes naming traditions in Arginet and other nations - we encourage you to use it as a guide, though you should remember that the choice of name is really up to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character advancement ===&lt;br /&gt;
&lt;br /&gt;
Throughout the course of the game, your character will make discoveries, gain friends (and probably enemies), and learn new powers.  To represent their abilities developing over time, you get additional XP to spend on their skills.&lt;br /&gt;
* You gain 3 XP for every week in which you play a character at a game or in which you crew or monster a game.&lt;br /&gt;
* You may spend XP from your pool on a character you play.&lt;br /&gt;
* There is a limit on the XP level of a character.  The maximum XP for any character  starts at 20 XP and increases by 1 XP at the end of each week.&lt;br /&gt;
If you play or crew every week, you will gain XP faster than you can spend it on any one character.  This is a deliberate choice intended to make it easier for players whose characters die or retire during the game, or who are only able to attend occasionally.&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Royal_Armies_branches_of_service&amp;diff=496</id>
		<title>The Royal Armies branches of service</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Royal_Armies_branches_of_service&amp;diff=496"/>
		<updated>2016-10-02T16:30:47Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom -&amp;gt; realm or nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Royal Armies]] comprise the entirety of [[the Crown]]’s armed forces and as such they are highly diverse.  Numerous branches of service exist, the most important of which are described here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
The core of the Armies is their infantry.  Unglamorous but vital, these soldiers are the largest branch of service and the ones most likely to see front-line combat.  They are known for being tough and stoic, with a robust sense of humour.&lt;br /&gt;
&lt;br /&gt;
Infantry gear tends to be plain, practical, and well-used.  The high demand for recruits has meant that some have only very basic equipment, but where possible the infantry wear heavy armour and carry shields, greatswords, and polearms.  Longbows and crossbows are also common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scouts ==&lt;br /&gt;
&lt;br /&gt;
On every campaign it is vital for the commander to know the nature of their surroundings.  The scouts fulfil this role, seeking out enemies and obstacles as well as foraging for supplies.  Unsurprisingly they have a reputation for poor discipline and occasional theft, which is tolerated on the grounds of their usefulness.&lt;br /&gt;
&lt;br /&gt;
Scouts tend to use light armour and favour bows, knives, and sometimes javelins.  Many scouting squadrons enjoy the support of a [[magic]]ian who can use elemental [[Channelling|divination]] or [[Evocation|communion]] with the [[spirits]] to discover information about their location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
&lt;br /&gt;
In a nation where horses are uncommon and valuable, the cavalry regiments are the very élite of the armies.  They are a favourite destination for younger children of [[The Noble Houses|noble households]], and enjoy a well-deserved reputation for flair and panache.  Of course, the rarity of horses in Arginet means that the cavalry are deployed rather sparingly - which is viewed by many as a blessing but by some as a curse.  It also means that while off-duty they are expected to go on foot just like everyone else.&lt;br /&gt;
&lt;br /&gt;
Cavalry equipment is typically elaborate and flashy.  One-handed swords, hammers, and lances are all commonly used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engineers ==&lt;br /&gt;
&lt;br /&gt;
The Armies always have a need for building things and knocking them down, both of which are the purview of the engineers.  They are a varied lot, with artisans, channellers, and evokers all very much in evidence.  Some view the engineers as eccentric - but it takes a special kind of person to deal with the combination of artillery, alchemy, and volatile spirits involved in demolishing a bridge or breaking a siege.&lt;br /&gt;
&lt;br /&gt;
Engineers tend to carry the tools of their trade (mundane or magical) with them, and are often seen festooned with bags and pouches for this purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Medics ==&lt;br /&gt;
&lt;br /&gt;
No army can fight for long without healers, and the Royal Armies accordingly maintain an excellent medical corps.  Both magical and mundane healing are used to full effect to bring injured soldiers back from crippling injuries to the front line.&lt;br /&gt;
&lt;br /&gt;
Army medics vary in their appearance, but most make their presence known by wearing an item coloured red or white (or both).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wagoneers ==&lt;br /&gt;
&lt;br /&gt;
If the infantry are the muscle of the Armies, the wagoneers are the backbone.  They provide logistical support by moving food, equipment, and other supplies to the troops.  Though sometimes derided as glorified carters, they are a resilient and resourceful lot, working with the other branches of service to keep the fight going - they have a particularly close relationship with the Army [[#Scouts|scouts]].&lt;br /&gt;
&lt;br /&gt;
Wagoneers are usually plainly dressed and simply equipped.  They most often carry weapons suitable for defence, such as spears and crossbows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Navy ==&lt;br /&gt;
&lt;br /&gt;
Unlike every other branch of service, the Arginese Navy has languished since [[the Breaking]].  A few early and spectacular tragedies demonstrated the new dangers of sea travel and as such the realm’s  ships have not left their harbours in months.  Given the present situation there have been rumours of mutiny in the Navy - particularly in Suddene, a crowded city now full of frustrated and underpaid sailors.&lt;br /&gt;
&lt;br /&gt;
Sailors are known for being superstitious, often adhering to odd [[Animism|animist]] sects, and typically carry an assortment of trinkets and charms of dubious spiritual value.  They also have a habit of adopting foreign fashions such as [[Na Rathanna|Rathanna]] facepaint.  For weapons, they will use whatever is most suited to shipboard fighting, including axes, short swords, and boarding pikes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intelligence ==&lt;br /&gt;
&lt;br /&gt;
It is generally known that the Armies collect information through more than the usual channels.  Certainly every barracks and encampment seems to hide a few desk officers whose job it is to sift through reports and rumours and to divine (sometimes with a little magical help) the right course of action for their superiors.  But presumably there is more to Army intelligence than this...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Armies}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Interior&amp;diff=495</id>
		<title>The Interior</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Interior&amp;diff=495"/>
		<updated>2016-10-02T16:29:12Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom -&amp;gt; realm or nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The parts of Arginet away from the coast have never been entirely civilised.  Nominally they belong to the nobles of the realm, but in practice they are a near-wilderness troubled by bandits and wild beasts.  Isolated manors, monasteries, and villages are nonetheless scattered throughout the hills and forests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Geography}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Summer_Coast&amp;diff=494</id>
		<title>The Summer Coast</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Summer_Coast&amp;diff=494"/>
		<updated>2016-10-02T16:28:35Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom -&amp;gt; realm or nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The south and southeast of [[Arginet]] consists of open country rolling down to the sea.  It benefits from fertile soil, sheltered harbours, and a mild climate, and unsurprisingly it produces a great deal of the nation’s food.&lt;br /&gt;
&lt;br /&gt;
Despite its idyllic name the Summer Coast suffers particularly from the ills of Arginese [[society]].  There is a greater gap between rich and poor here than perhaps anywhere else in the realm: the great wealth of the farms and ports is contested between the ruling [[Social class|nobles]] and a few successful commoners, while the masses of the peasantry endure high rents and a life of toil in the fields.  The towns are just as divided, with luxurious mansions and townhouses standing above dockside slums.&lt;br /&gt;
&lt;br /&gt;
However, the south is also known as a land where the commoners have a deep connection to the [[The Spirit World|spirit world]].  The Heart of Earth in the west and the Heart of Wood to the northeast both inspire the faith of the peasants and strengthen their resolve.  Some of the most capable [[Evocation|witches]] in Arginet’s history have been from the Summer Coast - and there are still tales of secret convocations where blood sacrifice is made to the [[spirits]].&lt;br /&gt;
The [[Seekers of the Utmost]] are also active in Suddene and the other port towns.  In recent decades they have grown in power as the poor and desperate come seeking a new meaning to life.&lt;br /&gt;
&lt;br /&gt;
Politically the south is one of the most strongly [[The Reform Coalition|Reformist]] parts of Arginet.  [[The Noble Houses]] have a significant presence but little support from the commoners, and while the [[The Royal Armies|Armies]] are more popular inland, the near collapse of the Navy has led to bitterness in Suddene and the towns.&lt;br /&gt;
&lt;br /&gt;
The divide between rich and poor often shows through in southerners’ clothing.  The nobles and wealthy merchants dress in elaborate, ostentatious outfits suited to the warm climate - with a fine hat considered the ideal accessory - while peasants mostly wear simple and much-repaired tunics.  Those with money favour one-handed swords and bucklers suitable for fighting in the streets and aboard ships.&lt;br /&gt;
&lt;br /&gt;
== Notable features ==&lt;br /&gt;
&lt;br /&gt;
=== Suddene ===&lt;br /&gt;
&lt;br /&gt;
As the largest port in the realm, Suddene has always been a colourful city but also a dangerous one.  Resentment has long been growing between the magnificent New Town and the dockside slums of the Old Town; robbery is a constant threat, especially for the rich, who traditionally prefer to go about fully armed and guarded rather than hide their wealth.&lt;br /&gt;
&lt;br /&gt;
The collapse of sea travel since [[the Breaking]] has hit Suddene worse than any other city in Arginet.  Unemployment and hunger are rife, and many former sailors - even from [[The Royal Armies branches of service#Navy|the Navy]], once the main force of order in the city - have turned to crime to make ends meet.  In this environment the most fanatical [[The Reform Coalition ideologies#Anarchists|Reformists]] have found a wellspring of anger and a ready supply of recruits.&lt;br /&gt;
&lt;br /&gt;
=== Chipping Hythe ===&lt;br /&gt;
&lt;br /&gt;
Unlike Suddene, the busy market town of Chipping Hythe is weathering the Breaking relatively well.  Although it does have a port it has stronger ties to the land than the treacherous sea.  Fields and farms still need to be defended against monsters, of course, but the local landlords usually have enough money to pay for guards and weapons.  The harvest is going ahead more or less as usual and there may even be a decent surplus of valuable grain.&lt;br /&gt;
&lt;br /&gt;
=== Nymet ===&lt;br /&gt;
&lt;br /&gt;
Nymet is a small town known partly for fine livestock and fish but mostly as a pilgrimage destination, particularly to shrines of [[Totem spirits#Bear|Bear]] and the other elemental spirits.  It bears a longstanding rivalry with Crownhaven to the northwest. &lt;br /&gt;
&lt;br /&gt;
=== Combe ===&lt;br /&gt;
&lt;br /&gt;
Traditionally a fishing port and a safe stop on coastal voyages, Combe is now suffering badly from the effects of the Breaking.  The harbour has been already directly attacked by sea monsters and the local nobles and [[The Royal Armies|Army]] are both cracking down in an effort to keep order.&lt;br /&gt;
&lt;br /&gt;
=== The Heart of Earth ===&lt;br /&gt;
&lt;br /&gt;
The Heart of Earth is a broad, sheltered valley in the southwest of the realm.  There are no villages or even houses, but great herds of cattle and sheep roam the lush meadows alongside deer and other creatures.  The few humans who live there follow the herds in wagons and on foot, and at the end of every summer they hold a great festival that draws the common folk from far and wide, celebrating the blessing of the [[spirits]] of [[Earth]] and the bonds between all people - and the sacrifices offered up at each festival are said to ensure the bounty of the harvest throughout the realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Geography}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Geography&amp;diff=493</id>
		<title>Geography</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Geography&amp;diff=493"/>
		<updated>2016-10-02T16:26:07Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom-&amp;gt; nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although the [[Society|culture]] of [[Arginet]] is differentiated mostly by [[social class]] and [[Factions|political allegiance]], the various regions of the country each have their own character and customs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;arginetmap&amp;quot; class=&amp;quot;hackyimage&amp;quot;&amp;gt;[http://www.camlarp.co.uk/w/images/2/23/Arginet-IC-v2_50pc.jpg &amp;amp;nbsp;]&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Iseur Valley]]&#039;&#039;&#039; in the southwest is the political and mercantile heart of the nation, and the location of the capital city of Kellewick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Summer Coast]]&#039;&#039;&#039; is the fertile south of Arginet, where rich and poor are starkly divided and the effects of [[the Breaking]] are keenly felt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Eastern Reach]]&#039;&#039;&#039; is a once-quiet agrarian region, and the location of [[Fiveways]], the central location of [[Breaking Worlds]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Lowen Valley]]&#039;&#039;&#039; is a land of plain-spoken and industrious people in the northeast of the nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Northlands]]&#039;&#039;&#039; are rugged and chilly, isolated from the rest of the country by mountains and tradition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Western Reach]]&#039;&#039;&#039; is a prosperous and conservative region and a stronghold of the old nobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Interior]]&#039;&#039;&#039; is sparsely populated and lawless, troubled by bandits and beasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Geography}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Overview&amp;diff=492</id>
		<title>Overview</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Overview&amp;diff=492"/>
		<updated>2016-10-02T16:25:40Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Breaking Worlds ==&lt;br /&gt;
&lt;br /&gt;
The world of [[Arginet]] is one of high fantasy and mysticism.  The magic of the spirit world touches the people of all [[Foreign nations|nations]] - sometimes in the form of communion with [[The Elements|elemental]] and [[Ancestors|ancestral]] spirits, sometimes as the subtle transformation of humans into [[fay]], and sometimes in the raw power wielded by [[Channelling|channellers]].  [[Animism|Priests]] offer homage and sacrifice to the spirits of [[Wood]], [[Fire]], [[Earth]], [[Metal]], and [[Water]], while the much-maligned [[Seekers of the Utmost]] search for an unknown higher power.&lt;br /&gt;
&lt;br /&gt;
Arginet itself is a proud island realm ruled by its nobility on behalf of the distant Crown.  For centuries it has enjoyed prosperity and a measure of peace, but political and religious dissent have long been simmering beneath the surface: in the last generation an increasingly driven reform movement has called for a change to the status quo, helped by new discoveries about the nature of fay and supported by many Seekers.&lt;br /&gt;
&lt;br /&gt;
This precarious state of affairs was turned upside down less than a year ago, when the world was struck by a mysterious cataclysm dubbed ‘[[the Breaking]]’.  There was no warning, only shock, as fluxing magical portals began to appear across the land and sea: unstable bridges to other worlds.  Their behaviour is beyond comprehension, as they open and close without warning, spewing arcane energies and alien creatures.  And among the strange and terrifying beasts are humans from the worlds beyond - [[Offworlders|refugees]] cast adrift in the multiverse, they must fight to survive and understand their new home.  No less frighteningly, the bodies of the dead have been seen to rise as [[wights]], holding onto the memories and grudges that they had in life.&lt;br /&gt;
&lt;br /&gt;
Arginese [[society]] is in turmoil as the realm faces the continuing chaos of the Breaking.  Deadly monsters stalk the land and sea, ravaging the countryside and all but cutting off the island from the other nations of the world.  [[The Noble Houses|The nobility]] cling to their land and power with all their guile and might, while the previously neglected [[The Royal Armies|Royal Armies]] seize their chance for glory, and [[The Reform Coalition|the reformists]] seek to exploit the upheaval and pave the way for a revolution.&lt;br /&gt;
&lt;br /&gt;
In the town of [[Fiveways]] a local [[The Temple of the Fivefold Way|monastic order]] has opened its doors to representatives of the three [[factions]], to the freelance adventurers looking for a big break, and to the offworlders stranded in an unfamiliar plane.  It is here that lives and fortunes will be made and lost… and perhaps it is here that is the last, best hope for the future of the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
To learn more about the setting of Breaking Worlds, start here…&lt;br /&gt;
* [[Arginet]]&lt;br /&gt;
** [[Society]]&lt;br /&gt;
** [[Fay]]&lt;br /&gt;
** [[Wights]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
** [[The Noble Houses]]&lt;br /&gt;
** [[The Royal Armies]]&lt;br /&gt;
** [[The Reform Coalition]]&lt;br /&gt;
** [[Animist orders]]&lt;br /&gt;
* [[Magic]] and [[Spirits]]&lt;br /&gt;
** [[The Spirit World]]&lt;br /&gt;
** [[The Elements]]&lt;br /&gt;
** [[Ancestors]]&lt;br /&gt;
** [[Animism]]&lt;br /&gt;
* [[The Breaking]]&lt;br /&gt;
** [[Offworlders]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
To learn more about how to play Breaking Worlds, start here…&lt;br /&gt;
* [[Monstering]]&lt;br /&gt;
* [[Safety]]&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Society&amp;diff=491</id>
		<title>Society</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Society&amp;diff=491"/>
		<updated>2016-10-02T16:24:12Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom -&amp;gt; realm or nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Although leading a life of adventure has become more common since [[the Breaking]] most people in [[Arginet]] do their best to live normal lives.  [[Offworlders]], straying through the rifts, sometimes find Arginese society strange or unfamiliar, but it has changed little through the ages and the people who make it up take comfort in its apparent timelessness and stability - despite the conflict that has long been simmering beneath the surface…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The people ==&lt;br /&gt;
&lt;br /&gt;
Arginet, like every nation in the world, is peopled by [[humans]], of whom a small proportion are [[fay]] touched by the [[The Elements|elements]].  Since the Breaking, they have been joined by [[wights]] - animated corpses possessed by the [[spirits]] of the [[ancestors]] who inhabited them in life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Social class]] ==&lt;br /&gt;
&lt;br /&gt;
The people of Arginet are divided between [[The Noble Houses|nobles]] and commoners.  A small but influential minority hold land in the name of [[the Crown]], while the remainder must be content to live quiet lives or seek power in other ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Law]] ==&lt;br /&gt;
&lt;br /&gt;
A simple code of laws underpins the order of the Realm, laid down by the Royal Council and enacted by a cadre of scrupulously impartial magistrates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Crafts and learning]] ==&lt;br /&gt;
&lt;br /&gt;
Arginet is an enlightened mediaeval society where most people have at least a basic education and the towns and cities are home to artisans, scholars, and philosophers.  Many crafts and sciences are cultivated to a high degree - not least among which is the practice of [[magic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Sexuality, identity, and relationships]] ==&lt;br /&gt;
&lt;br /&gt;
The diversity of humankind is recognised and celebrated in Arginet, and a veritable rainbow of identities and sexualities exists within the Realm.  While commoners are free to conduct their relationships as they see fit, the nobility hold their own marriages to [[The Noble Houses marriage and inheritance|strict standards]] of fidelity and permanence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Factions]] ==&lt;br /&gt;
&lt;br /&gt;
At present, three main factions - [[the Noble Houses]], [[the Royal Armies]], and [[the Reform Coalition]] - dominate Arginese society while smaller groups such as the [[animist orders]] also jockey for power.  Though only a small minority of Arginese officially belong to a faction, they exercise a great degree of influence over the nation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Names]] ==&lt;br /&gt;
&lt;br /&gt;
In many cases the name of an Arginese says a lot about them.  People often give or choose names that indicate their class, background, or ideology, and nobles jealously guard their family heritage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Society}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Reform_Coalition_ideologies&amp;diff=490</id>
		<title>The Reform Coalition ideologies</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Reform_Coalition_ideologies&amp;diff=490"/>
		<updated>2016-10-02T16:23:13Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom -&amp;gt; realm or nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The many members of [[the Reform Coalition]] espouse a dazzling variety of (often incompatible) ideologies.  Some of the most common schools of thought are outlined here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constitutional monarchists ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The Crown may reign, but they should not rule.”&#039;&#039; &amp;lt;!-- Vernon Bogdanor --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Constitutional monarchists believe that [[the Crown]] of [[Arginet]] should play a part in the nation’s future, but that their power must be limited.  Broadly speaking they hold that laws should come from the people - perhaps decided by an elected parliament - and that the Crown should be bound by those laws.&lt;br /&gt;
&lt;br /&gt;
As the most conservative Reformist school, they enjoy fairly good relations with [[the Royal Armies]], but the [[The Noble Houses|nobility]] still consider them a threat.  Their strongest base of support comes from wealthy [[Social class|commoners]] and the peasantry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Republicans ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Government of the people, by the people, for the people.”&#039;&#039; &amp;lt;!-- Abraham Lincoln --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many Reformists maintain that Arginet should become a republic, perhaps along the lines of [[Bravellir]].  They believe that constitutional monarchy is not enough - rather, that the Crown should be abolished and replaced with an elected council and head of state.&lt;br /&gt;
&lt;br /&gt;
Although this school has some supporters within the Armies the idea of overthrowing the Crown is still considered deeply suspect.  Nonetheless, a significant minority of town-dwellers have republican sympathies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Democrats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“One person, one vote.”&#039;&#039; &amp;lt;!-- Anon --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The democrats are the most important offshoot of the republican school.  They believe that representative politics are little better than the current system, and that instead the entire population should vote on matters of importance.  There is a great deal of argument over how this should be done but many point to the Rite of Sending as a possible solution.&lt;br /&gt;
&lt;br /&gt;
Their ideology draws most of its support from the towns and cities and is particularly popular among [[magic]]ians and [[Crafts and learning|academics]].  However, its adherents are stereotyped as eccentric, and its anti-monarchist implications give it a poor reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Minarchists ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“A society without law is intolerable.”&#039;&#039; &amp;lt;!-- John Roger Lee --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bridging the gap between the constitutional monarchists and anarchists are minarchists, sometimes known as anarcho-monarchists - a small school who maintain that the Crown alone is necessary for the realm’s well-being, and that their sole purpose should be to protect the liberty of the people.&lt;br /&gt;
&lt;br /&gt;
Minarchism appeals to a certain kind of rural commoner, and the less strict varieties - those that allow for the existence of a military - are at least tolerated by the Armies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anarchists ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The most improper job of any person is bossing other people.”&#039;&#039; &amp;lt;!-- JRR Tolkien --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Viewed as the most hardline Reformist philosophy, anarchism rejects all forms of hierarchy and calls for the total abolition of the Realm.  There are many strands of thought within the movement and it is in a constant state of flux.&lt;br /&gt;
&lt;br /&gt;
Anarchists are viewed as dangerous traitors by the nobles, and the Armies have very little regard for them either.  On the other hand its supporters, mostly disaffected peasants and poor city-dwellers, have an well-deserved reputation for being highly motivated and often ruthless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Reformists}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Listenesse&amp;diff=489</id>
		<title>Listenesse</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Listenesse&amp;diff=489"/>
		<updated>2016-10-02T16:21:18Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom-&amp;gt; nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A rich and fertile land ruled by a powerful warrior caste.&lt;br /&gt;
&lt;br /&gt;
In the distant past, Listenesse consisted of nothing more than petty states and small chiefdoms, but a warlike people from the southwest, the Genz de Clas, conquered the land and forged it into a mighty nation.  To this day Listenese society is highly stratified - far more so than in [[Arginet]] - and the noble caste hold the power of life and death over their serfs.&lt;br /&gt;
&lt;br /&gt;
It has a long and turbulent history punctuated by civil wars, feuds, and revolts.  Accordingly its noble warriors, the &#039;&#039;chevaliers&#039;&#039;, are renowned for their martial and equestrian prowess as well as for their ruthlessness.&lt;br /&gt;
&lt;br /&gt;
Listenesse is largely rural aside from its capital city, Corbenic; elsewhere, the centres of society and trade are the castles and fortified estates of the nobility.&lt;br /&gt;
&lt;br /&gt;
Arginese characters may have visited Listenesse to trade (especially in fine food and wine), as mercenaries, or for political or [[Society|social]] reasons.  Many believe that Arginet and Listenesse share a common heritage, and [[The Noble Houses|nobles]] in each country may have connections in the other, while the more radical among the [[The Reform Coalition|Reformists]] see it as a nation ripe for revolution.&lt;br /&gt;
&lt;br /&gt;
Listenese names and terms are mostly French, although Dutch and German names are also appropriate for peasants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nations}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Crafts_and_learning&amp;diff=488</id>
		<title>Crafts and learning</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Crafts_and_learning&amp;diff=488"/>
		<updated>2016-10-02T16:20:40Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom-&amp;gt; nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nearly everyone in [[Arginet]] receives at least a basic education.  The average peasant picks up reading, writing, and arithmetic through a local [[Animist orders|church school]] or an apprenticeship, while richer youths might attend a private school or have a tutor.  There are also colleges in some of the cities where young people from [[The Noble Houses|noble]] and mercantile families can gain a thorough education in such subjects as history, mathematics, grammar, administration, medicine, and magic.&lt;br /&gt;
&lt;br /&gt;
The realm is a fairly civilised place for the most part and its people enjoy a number of modern conveniences.  Wind- and watermills, printing presses, mechanical clocks, and eyeglasses are reasonably common; towns often have paved streets and some of the larger ones even have sewer systems.  The prevalence of magical healing - even a small village is likely to have a witch or [[Channelling|channeller]] - also means that deaths from accidents and injuries are uncommon.&lt;br /&gt;
&lt;br /&gt;
Because of the lack of fighting at home for the last few hundred years, the military equipment available consists of a small amount of well-crafted arms and armour (swords and chain or plate armour being favoured, with bows and crossbows for ranged support) and a lot of whatever can easily be requisitioned or improvised.  Siege weapons are few and far between.&lt;br /&gt;
&lt;br /&gt;
Arginet has never had much of an equestrian culture, and although horses are known they remain the preserve of the rich.  As a result [[the Royal Armies]] mostly fight as infantry, and transport is mainly on foot or by ox-cart - it’s possible to travel faster by horse but expensive, and urgent messages are usually sent by magic.  Travel by boat was traditionally common around the coast but is now avoided by most people due to the [[The Breaking|prevalence]] of sea monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Society}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Noble_Houses&amp;diff=487</id>
		<title>The Noble Houses</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Noble_Houses&amp;diff=487"/>
		<updated>2016-10-02T16:19:28Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom-&amp;gt; nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a dynamic and active force in [[Arginet|the nation]], the nobility has gradually devolved into a terribly complicated [[Social class|feudal system]] held together by obligations of vassalage, blood ties, marriage alliances, and the odd bit of outright bribery and extortion.  Nonetheless the noble houses collectively own most of the land in Arginet and as such are the wealthiest and best-established of the three great factions.  They also have a lot of support from the more traditional branches of [[Animism|the priesthood]].&lt;br /&gt;
&lt;br /&gt;
The hierarchical structure of the nobility is headed by a small number of powerful dukes, below which are counts, barons, and hereditary knights.  Their power is gained by [[The Noble Houses marriage and inheritance|inheritance]], with the title passing to the firstborn child on the incumbent’s death.  Younger children may be granted lesser titles by will, but are more often married off to other families, kept on as retainers, or sent to make a living in the priesthood or [[The Royal Armies|the Armies]].&lt;br /&gt;
&lt;br /&gt;
The nobility contain a high proportion of [[fay]].  It was once believed that this was due to their shared descent from [[King Estienne]], but these days it is known to be the result of resonances from their estates and their deeply ingrained traditions and spiritual observances.&lt;br /&gt;
&lt;br /&gt;
They are the faction worst hit by [[the Breaking]], as previously rich lands have become unproductive or uninhabitable, and tenants have demanded extensive (and expensive) protection from monsters and other horrors.  They have a lot to lose and face plenty of threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Five things about the Noble Houses====&lt;br /&gt;
* &#039;&#039;&#039;Stand for your liege.&#039;&#039;&#039;  Each noble owes homage to someone more powerful - a greater noble or the Crown - and is expected to know their duties to those above and below them.&lt;br /&gt;
* &#039;&#039;&#039;Family is everything.&#039;&#039;&#039;  Power in the nobility is inherited, and each house is based on an unbroken bloodline.  It is very rare for a commoner to be granted a title.&lt;br /&gt;
* &#039;&#039;&#039;Guardians of the old order.&#039;&#039;&#039;  They have upheld the [[Society|social order]] in Arginet since its founding, and stand opposed to anything that might upset that balance.&lt;br /&gt;
* &#039;&#039;&#039;Empowered by the [[spirits]].&#039;&#039;&#039;  The noble houses have a high proportion of fay, and their traditions connect them to the [[ancestors]] and the [[The Elements|elements]].&lt;br /&gt;
* &#039;&#039;&#039;Great riches, great risks.&#039;&#039;&#039;  The treasures and estates that make up the wealth of the nobility are extensive, but under constant threat from the Breaking.&lt;br /&gt;
====What the nobles will never do====&lt;br /&gt;
No noble would ever countenance an attack on their tenants. [[The Noble Houses internal matters|Playing rough]] with one’s peers is acceptable; harrassing the peasantry is dishonourable in the extreme, and a tyrannical landlord may find themselves stripped of their reputation or even their title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Read more...====&lt;br /&gt;
* &#039;&#039;&#039;[[The Noble Houses marriage and inheritance|Marriage and inheritance]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Noble Houses internal matters|Internal matters]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Noble Houses attitudes to others|Attitudes to others]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Noble Houses religion and spirituality|Religion and spirituality]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Noble Houses costume|Costume]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[The Noble Houses archetypes|Archetypes]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{IC|The garden looked amazing for the wedding; an ornamental arch of roses wound in and out of iron filigree wafted scent over the crowd, the family’s Master of Rites standing slightly behind.  A slight breeze drifted through the garden and caused the dresses of the brides to dance like leaves on water, white and green mingling pleasantly in the morning sunshine.&amp;lt;br&amp;gt;&lt;br /&gt;
The food was ready, the most important guests in front, everything carefully arranged so that her cousin’s new paramour everyone hated was as far away from the grandparents &#039;&#039;and&#039;&#039; the branch family it turned out they’d offended three years ago as could be feasibly done.  Her nephew had been given something small and shiny to fiddle with so he wouldn’t scream and the heirloom Summoning Wand had been polished until she could see individual rose petals in the reflection.&lt;br /&gt;
&lt;br /&gt;
Ariadne Fordell’s hand tightened round her soon-to-be-wife’s as they stepped up to the archway and faced each other.  Half nervous, half excited, entirely beautiful.  Ariadne’s eyes glittered, her smile slightly widening to tell her love that it would be fine, they would pull this off, she didn’t need to be worried about what the Fordells might say about Viola’s family.  Viola relaxed slightly and once more Ariadne wished the ceremony could be a little shorter.  No, patience, patience.  She’d have - &#039;&#039;they’d&#039;&#039; have all the time in the world later.  Enjoy the moment, think of Earth.&lt;br /&gt;
&lt;br /&gt;
“We call forth the ancestors to ask them to give their blessing to this union.  Five questions shall be asked and five answered.  By the power vested in me and those who witness this ceremony, I call you forth, Dianne Anaestra of House Fordell!”&amp;lt;br&amp;gt;&lt;br /&gt;
The entire crowd gasped as one as &#039;&#039;something&#039;&#039; stepped out of the archway, a translucent figure of mist and leaves that took a clearer shape as they stepped forward, resolving itself into a tall woman in a glittering dress to match the roses woven into her hair.  The brides smiled and bowed in perfect unison, the crowd behind them scrambling to do the same not nearly so gracefully, a buzz of chatter already growing at &#039;&#039;how what why?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ariadne’s bow hid her fierce grin.  Ha!  Let’s see them talk about her dear Viola’s common ancestry &#039;&#039;now&#039;&#039;.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Factions}}&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Factions&amp;diff=486</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Factions&amp;diff=486"/>
		<updated>2016-10-02T16:17:42Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Arginet|Arginese]] politics are dominated by three powerful factions: [[the Noble Houses]], [[the Royal Armies]], and [[the Reform Coalition]].  Only a minority of Arginese are official members of a faction, and even among the adventurers many work as freelancers instead, making use of their independence to move from one employer to the next.  However, those who do become faction members have access to unique opportunities and resources - as long as they can meet the demands of their position.&lt;br /&gt;
&lt;br /&gt;
It is important to note that ‘faction’ has no special legal or symbolic status.  The three main factions listed here are simply the political groups that have sufficient influence and funding to affect the nation as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[The Noble Houses]] ==&lt;br /&gt;
Seen as old and ossified by some, the [[Social class|feudal nobility]] still constitutes the richest and most entrenched force in Arginese politics.  Powerful families bound by [[The Noble Houses marriage and inheritance|inheritance, marriage, and tradition]] govern their estates in the name of the Crown.&lt;br /&gt;
They are determined to push back the forces of change and revolution and secure their role as the guardians of the old order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[The Royal Armies]] ==&lt;br /&gt;
Through many generations of peace and stability the [[The Royal Armies branches of service|professional soldiers]] of Arginet were neglected by the rest of the Realm - but now [[the Breaking]] threatens their homeland, they have stepped up to defend it with their lives.&lt;br /&gt;
They are determined to forge Arginet into a powerful and decisive force, and will brook no opposition in doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[The Reform Coalition]] ==&lt;br /&gt;
Political discontent has long been simmering in the Realm, and recent events have brought it to the boil.  The many [[The Reform Coalition ideologies|disparate groups]] of Reformists are united by one thing: their dedication to a vision of a nation transformed.&lt;br /&gt;
They are determined to tear down the oppression of the old regime and create a new Arginet in the image of their own ideals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Minor factions ==&lt;br /&gt;
A multitude of other, smaller groups and organisations are active in politics and seek to further their own agendas.  None of them have the combination of wealth, support, and nationwide organisation that underpins the power of the big three - at least for the moment - but they can still be forces to reckon with.&amp;lt;br&amp;gt;&lt;br /&gt;
Some minor factions are independent religious groups such as [[animist orders]] or [[Seekers of the Utmost|Seeker]] organisations.  Guilds, societies, and [[Foreign nations|foreign enclaves]] in the cities are also good examples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions in play ==&lt;br /&gt;
&lt;br /&gt;
When you [[Character creation#Choose an affiliation|create a character]], you may choose to start as a member of a faction.  Joining one of the three major factions requires you to spend XP on a [[General skills#Career skills|career skill]] to enjoy the full benefits.&lt;br /&gt;
&lt;br /&gt;
Adventurers who join a faction - especially one of the big three - are expected to be trustworthy and loyal to the cause.  Acting against your own faction can lead to permanent expulsion or worse...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Factions}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Arginet&amp;diff=485</id>
		<title>Arginet</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Arginet&amp;diff=485"/>
		<updated>2016-10-02T16:16:01Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: kingdom -&amp;gt; realm or nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Breaking Worlds takes place in the island nation of Arginet.  It is an ancient feudal realm, once peaceful, but now troubled by rising [[Society|social conflict]] and threatened by the terrible cataclysm of [[the Breaking]].&lt;br /&gt;
&lt;br /&gt;
The Crown of Arginet has passed from one monarch to another in an unbroken line for the past thousand years, all the way back to the founder of the nation, [[King Estienne]].  In principle they hold absolute authority; in practice, they remain in the capital city of Kellewick and their rule is enacted by a hierarchy of [[The Noble Houses|noble houses]].  The nobility, fractious and competitive though they are, hold a great deal of power from their allegiance to the Crown, from their voices in court, and from their exclusive right to hold land in the royal name.&lt;br /&gt;
&lt;br /&gt;
The [[Social class|common people]] are far from powerless, however.  Wealthy merchants and artisans wield substantial clout and may even dominate the local nobles, while the new-found importance of [[The Royal Armies|the nation’s armies]] has decisively changed the balance of Arginese politics.  And all the while a highly motivated, popular, and sometimes violent [[The Reform Coalition|reformist movement]] seeks to overthrow the whole system from below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Five things about Arginet ====&lt;br /&gt;
* &#039;&#039;&#039;A proud and insular nation.&#039;&#039;&#039;  Arginet and its noble rulers have long been aloof from concerns of [[Foreign nations|the wider world]].&lt;br /&gt;
* &#039;&#039;&#039;Steeped in history.&#039;&#039;&#039;  The nation has prospered for more than a millennium since its legendary founding.&lt;br /&gt;
* &#039;&#039;&#039;Favoured by [[The Spirit World|the spirit world]].&#039;&#039;&#039;  [[Fay]] and bound [[spirits]] are common, and the [[ancestors]] have long guided its people.&lt;br /&gt;
* &#039;&#039;&#039;Threatened by a mysterious cataclysm.&#039;&#039;&#039;  The rifts opened by the Breaking portend chaos for the nation.&lt;br /&gt;
* &#039;&#039;&#039;The future hangs in the balance.&#039;&#039;&#039;  Arginet must adapt in the face of the Breaking, and even the smallest change could be enough to shape its destiny.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Geography}}&lt;br /&gt;
{{Society}}&lt;br /&gt;
{{Factions}}&lt;br /&gt;
{{Nations}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=484</id>
		<title>Breaking Worlds</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=Breaking_Worlds&amp;diff=484"/>
		<updated>2016-10-02T16:14:13Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: /* Introduction */ kingdom -&amp;gt;realm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;H4&amp;gt;Under Construction&amp;lt;/H4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
For many years, the island realm of [[Arginet]] has enjoyed peace and prosperity, ruled over by its wise and just nobility and guided by the spirits of the [[The Elements|elements]] and the [[ancestors]].  But in the last year, quite without warning, cracks have started appearing in the fabric of reality in a metaphysical outburst known simply as [[the Breaking]].  Unstable rifts have opened to other planes of existence, disgorging strange creatures both human and monstrous, and the boundaries of the spirit world itself have grown weak.&lt;br /&gt;
&lt;br /&gt;
As the dead [[Wights|rest uneasy]] in their graves, monsters stalk the land, and the old order struggles to adapt, a loose group of adventurers has come together to explore, exploit, and defend against the tumultuous spirit world and the mysterious threat from beyond.&lt;br /&gt;
&lt;br /&gt;
You are one such adventurer - a native of Arginet or an [[Offworlders|offworlder]] who has fallen through the rifts.  [[The Noble Houses]], [[the Royal Armies]], and [[the Reform Coalition]] are on the lookout for promising recruits to aid them in their struggles, offering opportunities for the ambitious… or desperate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Overview|Follow this link for a fuller overview of the setting and system.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
&lt;br /&gt;
The society start of year Squash, an out of character social where new people can find out about LARP and Breaking Worlds, discuss character ideas and skills with refs, and/or try out some LARP combat, will be on Friday 7th October, at the [http://www.camlarp.co.uk/Locations_We_Use#Unitarian_Church_Hall Unitarian Church Hall], at 19:00 for existing members and 19:15 for new members.&lt;br /&gt;
&lt;br /&gt;
The first interactive of Breaking Worlds will be on Friday 14th October at 19:00, also at the UCH.&lt;br /&gt;
&lt;br /&gt;
The first linear will be on Saturday 15th October at 13:00.&lt;br /&gt;
&lt;br /&gt;
The next three interactives will also be at the UCH.&lt;br /&gt;
&lt;br /&gt;
For further details on events we run, please see our [http://www.camlarp.co.uk/Cambridge_Larp_Society main society website].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Event details were last updated by [[User:Nyeti|Nyeti]] ([[User talk:Nyeti|talk]]) 12:33, 15 September 2016 (BST).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
!Setting&lt;br /&gt;
!Rules&lt;br /&gt;
!Helpful Pages&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Arginet]]&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Magic]]&lt;br /&gt;
|&lt;br /&gt;
* [[Safety]]&lt;br /&gt;
* [[General_Rules|General Rules]]&lt;br /&gt;
* [[Calls|Calls]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
|&lt;br /&gt;
* [[Glossary|Glossary]]&lt;br /&gt;
* [[Monstering]]&lt;br /&gt;
* [[Character_creation|Character creation]]&lt;br /&gt;
* [[Costume|Costume]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Lowen_Valley&amp;diff=451</id>
		<title>The Lowen Valley</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Lowen_Valley&amp;diff=451"/>
		<updated>2016-09-30T20:07:38Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: /* The River Villages */&lt;/p&gt;
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&lt;div&gt;The valley of the meandering River Lowen is sheltered and fertile.  It is known for fine cattle and grain, and has a long-running rivalry with more southerly regions.&lt;br /&gt;
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The [[Society|people]] of the Lowen have a reputation for being steady, no-nonsense types.  They dislike fripperies and affectations; instead, they aspire to work hard and speak plainly, though this doesn’t stop them driving a notoriously hard bargain.  As there are no towns nearby to rival Carhais, there is a certain divide between city and countryside, with the cityfolk cultivating a reputation as canny traders and craftspeople while the countryfolk maintain that they are the backbone of the nation and will fight you to prove it.  The two sides will however unite instantly if outsiders try to get between them.&lt;br /&gt;
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At the same time they are known for [[Animism|religious]] devotion.  The Lowen Valley is a place where people hold their traditions dear and make regular sacrifice to their [[ancestors]].  With the Heart of Fire to the northwest and the Heart of Metal to the south they are also reminded of the presence of the [[The Elements|elements]] in their lives.  (It’s said by southerners that the meeting of [[Fire]] and [[Metal]] makes them bad-tempered and grudging, though the locals tend to refute or ignore the accusation.)&lt;br /&gt;
Carhais itself has a small [[Seekers of the Utmost|Seeker]] community, who are largely accepted by the locals but keep to themselves.&lt;br /&gt;
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Of the three major [[factions]], there is some support for [[the Noble Houses]] and the less hardline [[The Reform Coalition|Reformist]] [[The Reform Coalition ideologies|schools]], but [[The Royal Armies|the Armies]] have the strongest appeal.  Lowen folk do well as soldiers and see it as a solid, respectable career - not to mention that they are notoriously bloody-minded when defending their home turf.&lt;br /&gt;
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People from the Lowen tend to dress more soberly and less extravagantly than those from other regions.  They like to look capable and practical: commoners may wear the tools of their trade as badges (or weapons), while nobles often dress for hunting or riding even when they are in a more casual setting.  Polearms and two-handed swords are popular, as are longbows and heavy crossbows.&lt;br /&gt;
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== Notable features ==&lt;br /&gt;
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=== Carhais ===&lt;br /&gt;
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A stranger could be forgiven for thinking Carhais began as a merchant town given that it straddles two major roads and a river crossing, but it began as the base of administration and leave for the Army of the North.  It was far enough from the dangerous interior that people could relax, but close enough to a great swathe of farmland to give protection and provide a strong link in the supply chain.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the crafters realised just how much an Army would buy in terms of good steel and solid wood the city grew rapidly.  Once the merchants realised they had all the buyers they’d ever need in one place the process spiralled, drawing in any and all traders until barely any remained in the rest of the valley. &lt;br /&gt;
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As such the ancient centre of Carhais is not what most people would consider a normal city, having been meticulously planned and tested in canvas long before stone.  Even the later sections of the city attempt some kind of order rather than snarled backstreets to try and keep things neat.  Getting assigned to Carhais is considered the cushiest post in the Northern Army given that the only things to do are repair roads, fight off the occasional bear, and help keep watch in the beautiful, peaceful valley most of them call home.&lt;br /&gt;
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=== The River Villages ===&lt;br /&gt;
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While there are no towns near Carhais big enough to be noted on a map, the collective power of the River Villages should not be ignored.  People outside the valley criticise the lack of opportunity for those in the villages, but any arguments against the twin points of ‘Why spend more than you have to on getting around?’ and ‘Fewer people out here means more farmland’ have failed to gain traction with the practical locals. &lt;br /&gt;
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Despite how small the villages are they are by no means isolated.  The roads are kept in excellent condition by soldiers assigned to Carhais, there is always at least one cart a day travelling to any village, and no farmhand worth their flour would refuse a walking person a lift unless there were simply no room left.  To lose contact with a village entirely is unheard of - unless something has gone severely wrong - in which case the nearby villagers will investigate before the sun sets. &lt;br /&gt;
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This constant communication between the villages and the City means that gossip spreads like wildfire and the rumour mill acts like the valley is one giant village, though it may take a few days until common knowledge in the east is as well known upriver.&lt;br /&gt;
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=== The Heart of Metal ===&lt;br /&gt;
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The Heart of Metal is an immense, towering mountain rising from the hills south of the Lowen.  The rugged slopes and valleys below are rich in ore and gems, but the true wonders are part of the mountain itself.  The crags are riddled with hidden gorges, spectacular cliffs, and caves of crystal, while the peak itself is said to be impossible to climb except with the favour of the [[spirits]] of [[Metal]].&lt;br /&gt;
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{{Geography}}&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
	<entry>
		<id>https://bw.camlarp.co.uk/w/index.php?title=The_Breaking&amp;diff=277</id>
		<title>The Breaking</title>
		<link rel="alternate" type="text/html" href="https://bw.camlarp.co.uk/w/index.php?title=The_Breaking&amp;diff=277"/>
		<updated>2016-09-19T22:14:46Z</updated>

		<summary type="html">&lt;p&gt;Estantia Old: Adding effects of the Breaking&lt;/p&gt;
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&lt;div&gt;Within the last year, strange rifts started to open in the fabric of the world, allowing influences from outside to enter the material realm.  Even the most accomplished magicians and scholars were caught unawares, and the spirits seemed equally surprised.&lt;br /&gt;
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At first it was hoped that the phenomenon would end as quickly as it had begun.  But days turned to weeks and then to months, and the chaos went on unabated.  The people of [[Arginet]] have had to adapt quickly and defend themselves against this incomprehensible threat. The effects of the Breaking have been varied, but the most prominent ones are as follows:&lt;br /&gt;
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* Honoured Ancestors and others who have died have returned as [[Wights]]. This is particularly a problem for [[Nobles]] due to inheritance issues and the magistrates who are uncertain where they fit into the legal system.&lt;br /&gt;
* [[Spirits]] are easier to contact and have physically manifested on Arginet. This is a problem for anyone who works with spirits, as breaking (or fulfilling) a contract can now have dire and immediate consequences.&lt;br /&gt;
* Rifts linking to other worlds have opened all over Arginet, bringing with them [[Offworlders|offworlder]] and monsters. The monsters have caused problems for everyone, but are stretching [[The Royal Armies]] particularly thinly after decades of only having to protect people from the wildlife regularly emerging from the untamed wilderness at the centre of Arginet.&lt;/div&gt;</summary>
		<author><name>Estantia Old</name></author>
	</entry>
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