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	<title>The DarkMod Wiki - User contributions [en]</title>
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	<updated>2026-04-18T14:38:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1581</id>
		<title>Necromancers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1581"/>
		<updated>2006-01-11T21:23:24Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Necromancers are individuals with magical talent who, for one reason or another, have begun studying the most forbidden of arts, raising the [[Undead]].&lt;br /&gt;
&lt;br /&gt;
Necromancers are the least organised of the Factions, because of the forbidden, dangerous and taboo nature of their work. They are fascinated with the forces of life and death, as well as what makes living (or unliving) bodies function. When they do meet, plague districts and hidden crypts are common places for them to congregate.&lt;br /&gt;
&lt;br /&gt;
Not every spoiled noble with a macabre interest in pulling wings off of birds becomes a necromancer. They just dip their toe in the well so to speak, there are others out there that take it a bit farther and jump in headfirst to see what they&#039;ll find at the bottom.&lt;br /&gt;
&lt;br /&gt;
True necromancers have studied life and death for years, ritualistically slaughtering and dissecting all manner of life to learn how it works. Necromancers can learn from books just as Mages can, but they learn more from active experimentation than isolated study. For this reason necromancers are always interested in obtaining the bodies of the recently dead or dying.&lt;br /&gt;
&lt;br /&gt;
A skill eventually learned by necromancers is how to reanimate the bodies of the dead. When necromancers animate a corpse, they do so by infusing the corpse with a small amount of their life force. Usually, this just weakens the necromancer for a time, requiring them to rest. If a necromancer makes a mistake, however, or if they are just unlucky, the loss is permanent. This results in necromancers slowly loosing the use of various limbs and organs. The longer you use necromancy, the more likely you are to have paralyzed limbs, blind eyes, or rotted tongues. Sloppy necromancy takes a high toll. This means that long-time necromancers will be shrivelled and rotted, and often mute. But those who just dabble occasionally can probably get away with it for a while, meaning you can&#039;t just pick out a necromancer by their appearance.&lt;br /&gt;
&lt;br /&gt;
The discovery of electricity has allowed Necromancers to animate corpses for a brief time without sacrificing their own life force. It is believed that Morden Adringhton, the first president of the [[Inventor&#039;s Guild]], was dabbling with electricity when he discovered its use in animating &#039;living machines&#039;. However, real necromancers do things by the unholy book and eventually sacrifice everything to perfect their art. Their health, their happiness, their dignity, their humanity, all is tossed to the side in the pursuit of that which seperates life from death. They&#039;re emaciated, weathered and aged, festering with diseases earned from playing with rotting organs and bodies, which in turn their magics feed upon to extend their lives to untold lengths. Considering their area of expertise, it&#039;s not uncommon to hear of necromancers living for two or three hundred years of age.&lt;br /&gt;
&lt;br /&gt;
Necromancers can control anything dead in the surrounding area. Dead birds, dogs, snakes, people, and so on, can be manipulated to get rid of any unwanted intruded or assassinate an interloper. An average necromancer&#039;s hovel will have dead things lying all throughout the building, with corpses of dead peasants spead out down a hallway or dead birds flying about with the necromancer sees through it&#039;s eyes. Necromancers often put animal heads on pikes in their territory. Using their magic they can see through the eyes, making the heads like macabre sentries.&lt;br /&gt;
&lt;br /&gt;
Necromancy is officially forbidden by the [[Mages]], who seek to distance themselves from the old [[Pagan]] craft. It is despised as a sin by the [[Builders]], and bemoaned by [[The City]]&#039;s Guild of Undertakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]] &amp;gt; [[Necromancers]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Mages&amp;diff=1580</id>
		<title>Mages</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Mages&amp;diff=1580"/>
		<updated>2006-01-11T21:22:37Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no one collective that encompasses all Mages, but a range of different orders and some induviduals who work alone. The only thing all Mages have in common is that they practice [[magic]].&lt;br /&gt;
&lt;br /&gt;
The most visible Mage order in [[The City]], the Hermetic Order, is a loose organization of Mages, headed by a Mage Council. This Council asserts its authority by maintaining complete control over Arcane books in the New Thaumaturgy Library. Only members of the Order are allowed access to these books, and without them a Mage cannot hope to improve their skills in any significant way. Copying or removing texts from the library is strictly prohibited so that the Council may retain their monopoly (they claim it is to ensure &#039;quality control&#039; over magical texts and to guard against damage or theft). If the Council learns of arcane texts in the city that are owned independently (foreign mages or those who have discovered them in ancient ruins), the Mages are &#039;invited&#039; to join the Order and turn over the text. If they refuse, they are blacklisted.&lt;br /&gt;
&lt;br /&gt;
Mages tend to run in families and many of the more powerful nobles in the city sit on the Mage Council. But while many people are born with the talent to use magic, few of them achieve the knowledge and strength to pass the applications tests of the Order. They must also be taught the &amp;quot;Wizard&#039;s Tongue&amp;quot;--the special language that books of magic are written in to keep their secrets from outsiders. When a wizard passes the application test, they become an official member of the Order, and are given a talismen to identify them. These talismans are magically bonded to the Mage and are used as their pass to the secret rooms in the library. A talisman could be a staff, an amulet, a ring, or something else significant to the mage.&lt;br /&gt;
&lt;br /&gt;
Nobles looking to hire wizards usually go to the Hermetic Order first, and merchants know that donations to the library are good ways to get &#039;lucky breaks&#039;, like fair winds for their ships. The Council can also forbid Mages for working for a particular family, so if a noble offends the Council, they will find it difficult to hire a Mage.&lt;br /&gt;
&lt;br /&gt;
The Council rarely keeps tabs on what other Mages are doing, investigating only if there is a serious complaint. As long as they don&#039;t draw unwanted attention to the Order (like working illegal magic in the open), and don&#039;t go against the rare edicts of the Council (like not working for a particular noble house), Mages are free to do what they like. Magic cannot always be detected by the five senses and so many con artists make a living pretending to do magic for money. It is believed that many freelance Mages who do not know the Tongue speak gibberish in order to impress their gullible clients. Others are simply intoxicated old tramps or the mentally ill who are incorrectly venerated by their community as Mages.&lt;br /&gt;
&lt;br /&gt;
Recent history has seen a shift in what is deemed acceptable by the Hermetic Order, mostly due to increased pressure from the powerful [[Builders]] Faction. They have continually sought to distance themselves from their [[Pagan]] origins. Necromancy, once widely practiced, was outlawed completely by the Order. Even more recently, there has been somewhat of an exodus to the Inventor&#039;s Guild. Many young men from middle class families who would a few years earlier have become apprentices to a Mage now enter the [[Inventor&#039;s Guild]] instead, which does not favour families of noble blood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]] &amp;gt; [[Mages]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventor%27s_Guild&amp;diff=1579</id>
		<title>Inventor&#039;s Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventor%27s_Guild&amp;diff=1579"/>
		<updated>2006-01-11T21:22:09Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Inventors Guild is an organization of engineers, scientists, and creative thinkers. They are an official guild, meaning they are able to control their own ideas and the selling of their inventions. Like all guilds they have a Guild Symbol, but they don&#039;t wear specific uniforms and you can&#039;t automatically pick one out of a crowd. As a guild they have different levels of membership--there are apprentice inventors as well as masters. Only the masters have access to the greatest secrets of the guild.&lt;br /&gt;
&lt;br /&gt;
The Inventor&#039;s Guild is the City&#039;s newest faction, formed after the City&#039;s recent naval war with a nearby trade rival, Crenoa. The ruler of the city called together a group of engineers and alchemists and charged them with the defense of the city. They spent weeks designing innovated seige engines (some of which still stand overlooking the harbour today), along with a chemical solution that would cause water itself to burst into flame. The defense of the city was a success, largely due to their creations, and the greatful ruler of the city presented them with a royal charter, allowing the creation of a formal Guild. Since then, the Inventor&#039;s Guild has continued to create new machines and other wonders (including rope arrows and steam-powered paddle-boats). The first Guild President was Morden Adringhton, a suspected necromancer who turned his attentions from flesh to metal after the [[Mages]] attempted to purge their ranks of such taboo practices.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t just pay an entrance fee and &#039;become&#039; a member of the Inventor&#039;s Guild. You must be taken as an apprentice at a young age, or must be an accomplished engineer, alchemist or scientist already. Initiates in the guild start off doing relatively menial tasks, or working on building inventions that are well-known to the public, like regular seige engines, tower clocks, or greek fire. Only after years of study and work are they allowed to study the workings of the more impressive inventions of the Guild, like steambeasts.&lt;br /&gt;
&lt;br /&gt;
Not every member of the Guild knows how to build steambeasts (probably their most recent and impressive creation). The Inventors all have their various areas of expertise. Some focus on the study of clockwork machines, others study chemical solutions, and others design outlandish steam-powered inventions. It takes many different specialists working together to make their more complex machines, and the exact procedures are jealously guarded from non-Guild members. It is believed no single Guild member has complete knowledge of how steambeasts are created, so that even if captured by an enemy they could not give away the entire procedure.&lt;br /&gt;
&lt;br /&gt;
The Inventor&#039;s Guild Hall is located in the wealthier area of the city. This is where they have meetings and where high-ranking members do much of their thinking and designing. Most guildmembers tend to live in an industrial section of town, however, where the actual building of the machines is done in one or more factories. They favour large, blocky, redbrick buildings to work in. Around the edges of disctrict are all kinds of other tradesmen that the Inventors rely on -- metalworkers, gemsmiths, etc. They often construct parts for the Inventors, though they are not privy to any secrets themselves.&lt;br /&gt;
&lt;br /&gt;
The Guild does not sell all of its inventions. The steambots they sell to nobles are ones that are already perfected. They have even stranger, &#039;elite&#039; bots inside their factories. Who knows what other inventions are still on the drawing board? There is no shortage of rumours about what people have seen and heard from those factories.&lt;br /&gt;
&lt;br /&gt;
The Inventors Guild is well thought-of by most of the nobility. The nobles benefit from the inventions on a regular basis, and they are happy to support their efforts. Some would like to get a closer look at what goes on behind the scenes, however, and fear that the Inventors could try to usurp power by creating their own army of steambots.&lt;br /&gt;
&lt;br /&gt;
The [[Builders]] were originally very supportive of the Inventors, respecting their hard work and new ideas. The [[Builders]] do not support the creation of steambots, however, suspecting that their creations are a form of necromancy that do not honour their god. Although most Guild members stay away from the subject of religion to avoid trouble, some publically disagree with Church doctrine about how the world works. The Church is now uneasy in its relationship with the Guild, with many [[Builders]] talking loudly about heretical practices and wolves in sheep&#039;s clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]] &amp;gt; [[Inventor&#039;s Guild]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Pagans&amp;diff=1578</id>
		<title>Pagans</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Pagans&amp;diff=1578"/>
		<updated>2006-01-11T21:21:35Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Pagan&#039; is a catch-all title used to describe anyone who doesn&#039;t follow the Builder&#039;s religion--in particular those who live in small tribes and villages surrounding [[the City]]. There are many different pagan tribes, each with their own traditions and appearance. They don&#039;t refer to themselves as pagans, nor do they necessarily cooperate with each other. Of all the so-called factions, pagans have the least in common with each other.&lt;br /&gt;
&lt;br /&gt;
Pagans worship a wide pantheon of gods, including the Horned God of fertility and the Moon Goddess of death and regeneration. They also have a close relationship with nature and magical forces. They worship animal spirits to varying degrees. Some simply venerate them--other tribes have members that can actually take on animal form. Most tribes have one or more druidic leaders who are wise in the ways of natural magic, able to conduct powerful rituals to keep their tribes safe or bring ruin on their enemies. They are frequently covered by tattoos, piercings, and wear the furs and bones of animals.&lt;br /&gt;
&lt;br /&gt;
There are some pagans who have taken to living inside the walls of the city. They usually come from tribes close to the city to begin with, and sometimes members take jobs inside the walls. Some wind up moving there permanently. Others are city dwellers who have left the Builder&#039;s church and are looking for an alternative.&lt;br /&gt;
&lt;br /&gt;
Urban pagans live in their own district in the city, for the most part. They are a little like gypsies in appearance, and they tend to cling to some old traditions involving magic and nature-worship. They live in fear of the [[Builders]], who can usually arrest them for heresy without comment. When fires, disease or other problems arise in the city they are often the first to be blamed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]] &amp;gt; [[Pagans]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1577</id>
		<title>Builders</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1577"/>
		<updated>2006-01-11T21:20:57Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Builders are a powerful faction with a strong grip on [[The City]]. They are a fanatical reilgion, that believes in one all-powerful god. The senior members of the Church vie for power with the noble classes and can affect laws especially where those laws are concerned with &amp;quot;moral&amp;quot; behaviour. Like most religions they draw most of their power from the great mass of believers who are ready to do the High Inquisitor&#039;s bidding in the name of their god. Although the Builders&#039; Grand Cathedral is located in [[The City]], they are a nationwide organised religion with a lot of power and influence with people far more important than the inhabitants of this city.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their job is to &#039;civilize&#039; the lands, and turn nature into great works that honour their god. To them, nature is chaotic. Human civilization, with roads, walls, and aqueducts, are all elements of order. They value order, hard work, and devotion. Destruction of property, sloth, and chaos are all great evils. Builder mythology says that the world began in chaos. God gave cleansing fire tools to Mankind so that they might have dominion over the wilds. It is their purpose to build, to create order, and to spread civilization. Anyone that opposes the spread of civilization (as pagans often do) is working against that ordained purpose.&lt;br /&gt;
&lt;br /&gt;
The Church is always continuing its mission to tame and civilize the land. Just as the city continues to expand, new monastaries are formed in the wilderness, to protect and cultivate the nearby resources (Builder monastaries are more like small fortresses). They are the only places outside towns and cities where a civilized man can feel safe, and they are therefore heavily used by merchants, mercenaries, and any others who cannot travel by ship. By collecting tithes from these travellers, the Builders gain a great deal of wealth to finance future building projects. New towns often spring up around these monastaries.&lt;br /&gt;
&lt;br /&gt;
Although the Builders and the [[Inventor&#039;s Guild]] share a common desire to create, the Builders consider the Guild&#039;s &#039;living machines&#039; to be a kind of witch-craft, very close to necromancy, but bringing to life that which never lived rather than that which was once alive. Any kind of magic is despised by the Builders, since it involves (in their minds) trafficking with spirits. Only certain kinds of [[magic]] are legal to perform, including healing and protective spells. Divining the future, destructive spells or those that bend the will are all considered heretical. Of course, magic-like abilities, like priests throwing holy fire, come from their god and are not considered magic. The Church see [[Pagans]] as -- at best -- misguided souls who have been corrupted by their close contact with spirits and nature, or at worst, active agents of chaos bent on destroying civilization. They rarely go out of their way to actually hunt pagan tribes down, however, unless they interfere with the building of a new fortress or mine.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their afterlife is a city built by their god, and is perfect in every way, running itself like clockwork. The harder they work in this life, the better their lodgings and the greater their freedom in this perfect city. Those who did not sufficiently honour their god with their works on earth wind up in a kind of purgatory -- a dreary wasteland bereft of natural resources where they must work their way into heaven through hard labour. Those who die unrepentent or with too great a sin are barred from The Blessed City and are dragged off by demons (who are often depicted as looking like Pagan nature-gods) to the Underworld -- a chaotic realm where they are tormented randomly for all eternity.&lt;br /&gt;
&lt;br /&gt;
The Builders have &amp;quot;ordeals&amp;quot; people must go through to rid themselves of sin. These ordeals can range from helping to build a cathedral to having to carry hot iron across coals. The rich can, of course, offer donations to the Church in lieu of the ordeal. Sometimes Builders will force these ordeals on people, especially heretics, for the good of their souls. Other people mistakenly see this as &#039;torture&#039;. They also believe that the punishment for a sin should in some way be related to that sin; for instance, a person who damages a wall must rebuild it. Taken to the extreme, as it often is, thieves lose their hands, liars lose their tongues, and spies have their eyes plucked out.&lt;br /&gt;
&lt;br /&gt;
Hard work/slave labour is seen by the Builders as literally good for the soul. Sinful people can work their way towards their heavenly reward by working hard. The Builders often put prisoners and pagans to work in what are essentially slave labour camps, attempting to save their souls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]] &amp;gt; [[Builders]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1576</id>
		<title>Builders</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1576"/>
		<updated>2006-01-11T21:20:45Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Builders are a powerful faction with a strong grip on [[The City]]. They are a fanatical reilgion, that believes in one all-powerful god. The senior members of the Church vie for power with the noble classes and can affect laws especially where those laws are concerned with &amp;quot;moral&amp;quot; behaviour. Like most religions they draw most of their power from the great mass of believers who are ready to do the High Inquisitor&#039;s bidding in the name of their god. Although the Builders&#039; Grand Cathedral is located in [[The City]], they are a nationwide organised religion with a lot of power and influence with people far more important than the inhabitants of this city.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their job is to &#039;civilize&#039; the lands, and turn nature into great works that honour their god. To them, nature is chaotic. Human civilization, with roads, walls, and aqueducts, are all elements of order. They value order, hard work, and devotion. Destruction of property, sloth, and chaos are all great evils. Builder mythology says that the world began in chaos. God gave cleansing fire tools to Mankind so that they might have dominion over the wilds. It is their purpose to build, to create order, and to spread civilization. Anyone that opposes the spread of civilization (as pagans often do) is working against that ordained purpose.&lt;br /&gt;
&lt;br /&gt;
The Church is always continuing its mission to tame and civilize the land. Just as the city continues to expand, new monastaries are formed in the wilderness, to protect and cultivate the nearby resources (Builder monastaries are more like small fortresses). They are the only places outside towns and cities where a civilized man can feel safe, and they are therefore heavily used by merchants, mercenaries, and any others who cannot travel by ship. By collecting tithes from these travellers, the Builders gain a great deal of wealth to finance future building projects. New towns often spring up around these monastaries.&lt;br /&gt;
&lt;br /&gt;
Although the Builders and the [[Inventor&#039;s Guild]] share a common desire to create, the Builders consider the Guild&#039;s &#039;living machines&#039; to be a kind of witch-craft, very close to necromancy, but bringing to life that which never lived rather than that which was once alive. Any kind of magic is despised by the Builders, since it involves (in their minds) trafficking with spirits. Only certain kinds of [[magic]] are legal to perform, including healing and protective spells. Divining the future, destructive spells or those that bend the will are all considered heretical. Of course, magic-like abilities, like priests throwing holy fire, come from their god and are not considered magic. The Church see [[Pagans]] as -- at best -- misguided souls who have been corrupted by their close contact with spirits and nature, or at worst, active agents of chaos bent on destroying civilization. They rarely go out of their way to actually hunt pagan tribes down, however, unless they interfere with the building of a new fortress or mine.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their afterlife is a city built by their god, and is perfect in every way, running itself like clockwork. The harder they work in this life, the better their lodgings and the greater their freedom in this perfect city. Those who did not sufficiently honour their god with their works on earth wind up in a kind of purgatory -- a dreary wasteland bereft of natural resources where they must work their way into heaven through hard labour. Those who die unrepentent or with too great a sin are barred from The Blessed City and are dragged off by demons (who are often depicted as looking like Pagan nature-gods) to the Underworld -- a chaotic realm where they are tormented randomly for all eternity.&lt;br /&gt;
&lt;br /&gt;
The Builders have &amp;quot;ordeals&amp;quot; people must go through to rid themselves of sin. These ordeals can range from helping to build a cathedral to having to carry hot iron across coals. The rich can, of course, offer donations to the Church in lieu of the ordeal. Sometimes Builders will force these ordeals on people, especially heretics, for the good of their souls. Other people mistakenly see this as &#039;torture&#039;. They also believe that the punishment for a sin should in some way be related to that sin; for instance, a person who damages a wall must rebuild it. Taken to the extreme, as it often is, thieves lose their hands, liars lose their tongues, and spies have their eyes plucked out.&lt;br /&gt;
&lt;br /&gt;
Hard work/slave labour is seen by the Builders as literally good for the soul. Sinful people can work their way towards their heavenly reward by working hard. The Builders often put prisoners and pagans to work in what are essentially slave labour camps, attempting to save their souls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;toc&amp;quot;&amp;gt;&lt;br /&gt;
[[Main Page]] &amp;gt; [[Universe]] &amp;gt; [[Builders]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1568</id>
		<title>The City</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1568"/>
		<updated>2006-01-11T20:34:37Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The City is the unnamed hub of the Dark Mod universe.&lt;br /&gt;
&lt;br /&gt;
It is a vast, sprawling port city, built atop a hill at the mouth of a river. The City has been around for several centuries at least, and has been founded and then rebuilt many times during the last thousand years. It is home to many powerful nobles and merchant families, who have gained wealth through sea trade.&lt;br /&gt;
&lt;br /&gt;
The old port town was once a flourishing trade city on the edge of the empire, but that empire has been in a long decline and is now concerned primarily with protecting the capital from rampant invasions. It has been largely left to rule itself since then, and has lucrative trade with enemies of the old empire, many of whom would prefer to simply conquer The City and make it their own. The City has fought several fierce naval battles over the years to keep that from happening.&lt;br /&gt;
&lt;br /&gt;
The City is isolated from overland travel because of the vast wilderness that surrounds it. This wilderness is full of [[Pagans]] and dangerous creatures. Most travel to the city comes by riverboat, from the sea, or in convoys along specially maintained roads.&lt;br /&gt;
&lt;br /&gt;
Over the centuries it has grown from a small town to a vast and sprawling metropolis. Most who live there go their whole lives without seeing just how expansive it is. Having been built and rebuilt over a thousand years, much of the city is a confusing maze of narrow streets and alleyways.&lt;br /&gt;
&lt;br /&gt;
Each time the City grew beyond its defensive walls, a new wall was added, encircling a new district. After a thousand years, there are now more than a dozen walled districts, each connected like a honeycomb to the others. While some districts grew and prospered and were modernized over the years, others fell into decline.&lt;br /&gt;
&lt;br /&gt;
Because districts were built and rebuilt over time, the older districts atop the hill have a city beneath the city. Subterranean crypts and passages abound, and are used as secret highways or meeting places for societies of [[Necromancers]] and thieves. The streets of today are the sewers of tomorrow.&lt;br /&gt;
&lt;br /&gt;
There is a saying in the City, &amp;quot;Wealth rises to the top&amp;quot; (or &amp;quot;Shit floats to the top&amp;quot;, depending on who you ask). Both refer to the fact that the wealthier and more modern districts lie atop the hills overlooking the ocean. The [[Builders]]&#039; Grand Cathedral, the City Council Chambers, and the Guild Halls of the [[Inventor&#039;s Guild]] are all situated high above the festering smog and peculiar odours below. The further you go from the hills and the port districts, the poorer the districts tend to get.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Pagan&amp;diff=1567</id>
		<title>Pagan</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Pagan&amp;diff=1567"/>
		<updated>2006-01-11T20:26:21Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Pagans]].&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1566</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1566"/>
		<updated>2006-01-11T20:25:21Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is a tangible force in The Dark Mod universe. Most people encounter it in some form or another on a regular basis. As it was in our own history, the line between &amp;quot;magic&amp;quot; and &amp;quot;science&amp;quot; is not well defined--most people see alchemy and mathematics as just another form of magic (or magic as just another form of science, if you prefer).&lt;br /&gt;
&lt;br /&gt;
If left unchecked magic can have disasterous consequences. Some magical objects are thought to be sentient, and have raised the undead of their own accord. Inexperienced dabbling with magic has also lead to disaster, especially in [[The City]], which has seen entire districts burnt to the ground roughly every few centuries. Thankfully most people are content developing the skills to do fairly easy things, like using tea leaves to tell fortunes, healing minor aches and pains, or creating small wards against rats or disease. &lt;br /&gt;
&lt;br /&gt;
The [[Pagans]]&#039; magic is used to some extent by [[Mages]] and [[Necromancers]]. Although they claim not to use magic at all, some of the &#039;living machines&#039; of the [[Inventor&#039;s Guild]] are thought to be animated supernaturally.&lt;br /&gt;
&lt;br /&gt;
The [[Builders]] also use some form of magic which they claim is derived from the power of their god. Unfortunately no Mage and Builder has ever been on equal enough ground to compare notes and try to ascertain the source of these godly powers.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1565</id>
		<title>Builders</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1565"/>
		<updated>2006-01-11T20:24:48Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Builders are a powerful faction with a strong grip on [[The City]]. They are a fanatical reilgion, that believes in one all-powerful god. The senior members of the Church vie for power with the noble classes and can affect laws especially where those laws are concerned with &amp;quot;moral&amp;quot; behaviour. Like most religions they draw most of their power from the great mass of believers who are ready to do the High Inquisitor&#039;s bidding in the name of their god. Although the Builders&#039; Grand Cathedral is located in [[The City]], they are a nationwide organised religion with a lot of power and influence with people far more important than the inhabitants of this city.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their job is to &#039;civilize&#039; the lands, and turn nature into great works that honour their god. To them, nature is chaotic. Human civilization, with roads, walls, and aqueducts, are all elements of order. They value order, hard work, and devotion. Destruction of property, sloth, and chaos are all great evils. Builder mythology says that the world began in chaos. God gave cleansing fire tools to Mankind so that they might have dominion over the wilds. It is their purpose to build, to create order, and to spread civilization. Anyone that opposes the spread of civilization (as pagans often do) is working against that ordained purpose.&lt;br /&gt;
&lt;br /&gt;
The Church is always continuing its mission to tame and civilize the land. Just as the city continues to expand, new monastaries are formed in the wilderness, to protect and cultivate the nearby resources (Builder monastaries are more like small fortresses). They are the only places outside towns and cities where a civilized man can feel safe, and they are therefore heavily used by merchants, mercenaries, and any others who cannot travel by ship. By collecting tithes from these travellers, the Builders gain a great deal of wealth to finance future building projects. New towns often spring up around these monastaries.&lt;br /&gt;
&lt;br /&gt;
Although the Builders and the [[Inventor&#039;s Guild]] share a common desire to create, the Builders consider the Guild&#039;s &#039;living machines&#039; to be a kind of witch-craft, very close to necromancy, but bringing to life that which never lived rather than that which was once alive. Any kind of magic is despised by the Builders, since it involves (in their minds) trafficking with spirits. Only certain kinds of [[magic]] are legal to perform, including healing and protective spells. Divining the future, destructive spells or those that bend the will are all considered heretical. Of course, magic-like abilities, like priests throwing holy fire, come from their god and are not considered magic. The Church see [[Pagans]] as -- at best -- misguided souls who have been corrupted by their close contact with spirits and nature, or at worst, active agents of chaos bent on destroying civilization. They rarely go out of their way to actually hunt pagan tribes down, however, unless they interfere with the building of a new fortress or mine.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their afterlife is a city built by their god, and is perfect in every way, running itself like clockwork. The harder they work in this life, the better their lodgings and the greater their freedom in this perfect city. Those who did not sufficiently honour their god with their works on earth wind up in a kind of purgatory -- a dreary wasteland bereft of natural resources where they must work their way into heaven through hard labour. Those who die unrepentent or with too great a sin are barred from The Blessed City and are dragged off by demons (who are often depicted as looking like Pagan nature-gods) to the Underworld -- a chaotic realm where they are tormented randomly for all eternity.&lt;br /&gt;
&lt;br /&gt;
The Builders have &amp;quot;ordeals&amp;quot; people must go through to rid themselves of sin. These ordeals can range from helping to build a cathedral to having to carry hot iron across coals. The rich can, of course, offer donations to the Church in lieu of the ordeal. Sometimes Builders will force these ordeals on people, especially heretics, for the good of their souls. Other people mistakenly see this as &#039;torture&#039;. They also believe that the punishment for a sin should in some way be related to that sin; for instance, a person who damages a wall must rebuild it. Taken to the extreme, as it often is, thieves lose their hands, liars lose their tongues, and spies have their eyes plucked out.&lt;br /&gt;
&lt;br /&gt;
Hard work/slave labour is seen by the Builders as literally good for the soul. Sinful people can work their way towards their heavenly reward by working hard. The Builders often put prisoners and pagans to work in what are essentially slave labour camps, attempting to save their souls.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1564</id>
		<title>The City</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1564"/>
		<updated>2006-01-11T20:23:51Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The City is the unnamed hub of the Dark Mod universe.&lt;br /&gt;
&lt;br /&gt;
It is a vast, sprawling port city, built atop a hill at the mouth of a river. The City has been around for several centuries at least, and has been founded and then rebuilt many times during the last thousand years. It is home to many powerful nobles and merchant families, who have gained wealth through sea trade.&lt;br /&gt;
&lt;br /&gt;
The City was once a flourishing trade city on the edge of the empire, but that empire has been in a long decline and is now concerned primarily with protecting the capital from rampant invasions. It has been largely left to rule itself since then, and has lucrative trade with enemies of the old empire, many of whom would prefer to simply conquer The City and make it their own. The City has fought several fierce naval battles over the years to keep that from happening.&lt;br /&gt;
&lt;br /&gt;
The City is isolated from overland travel because of the vast wilderness that surrounds it. This wilderness is full of [[Pagans]] and dangerous creatures. Most travel to the city comes by riverboat, from the sea, or in convoys along specially maintained roads.&lt;br /&gt;
&lt;br /&gt;
The City is vast and sprawling. Most who live there go their whole lives without seeing just how expansive it is. Having been built and rebuilt over a thousand years, much of the city is a confusing maze of narrow streets and alleyways.&lt;br /&gt;
&lt;br /&gt;
Each time the City grew beyond its defensive walls, a new wall was added, encircling a new district. After a thousand years, there are now more than a dozen walled districts, each connected like a honeycomb to the others. While some districts grew and prospered and were modernized over the years, others fell into decline.&lt;br /&gt;
&lt;br /&gt;
Because districts were built and rebuilt over time, the older districts atop the hill have a city beneath the city. Subterranean crypts and passages abound, and are used as secret highways or meeting places for societies of [[Necromancers]] and thieves. The streets of today are the sewers of tomorrow.&lt;br /&gt;
&lt;br /&gt;
There is a saying in the City, &amp;quot;Wealth rises to the top&amp;quot; (or &amp;quot;Shit floats to the top&amp;quot;, depending on who you ask). Both refer to the fact that the wealthier and more modern districts lie atop the hills overlooking the ocean. The [[Builders]]&#039; Grand Cathedral, the City Council Chambers, and the Guild Halls of the [[Inventor&#039;s Guild]] are all situated high above the festering smog and peculiar odours below. The further you go from the hills and the port districts, the poorer the districts tend to get.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Pagans&amp;diff=1563</id>
		<title>Pagans</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Pagans&amp;diff=1563"/>
		<updated>2006-01-11T20:22:17Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Pagan&#039; is a catch-all title used to describe anyone who doesn&#039;t follow the Builder&#039;s religion--in particular those who live in small tribes and villages surrounding [[the City]]. There are many different pagan tribes, each with their own traditions and appearance. They don&#039;t refer to themselves as pagans, nor do they necessarily cooperate with each other. Of all the so-called factions, pagans have the least in common with each other.&lt;br /&gt;
&lt;br /&gt;
Pagans worship a wide pantheon of gods, including the Horned God of fertility and the Moon Goddess of death and regeneration. They also have a close relationship with nature and magical forces. They worship animal spirits to varying degrees. Some simply venerate them--other tribes have members that can actually take on animal form. Most tribes have one or more druidic leaders who are wise in the ways of natural magic, able to conduct powerful rituals to keep their tribes safe or bring ruin on their enemies. They are frequently covered by tattoos, piercings, and wear the furs and bones of animals.&lt;br /&gt;
&lt;br /&gt;
There are some pagans who have taken to living inside the walls of the city. They usually come from tribes close to the city to begin with, and sometimes members take jobs inside the walls. Some wind up moving there permanently. Others are city dwellers who have left the Builder&#039;s church and are looking for an alternative.&lt;br /&gt;
&lt;br /&gt;
Urban pagans live in their own district in the city, for the most part. They are a little like gypsies in appearance, and they tend to cling to some old traditions involving magic and nature-worship. They live in fear of the [[Builders]], who can usually arrest them for heresy without comment. When fires, disease or other problems arise in the city they are often the first to be blamed.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Pagans&amp;diff=1562</id>
		<title>Pagans</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Pagans&amp;diff=1562"/>
		<updated>2006-01-11T20:21:21Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;Pagan&#039; is a catch-all title used to describe anyone who doesn&#039;t follow the Builder&#039;s religion--in particular those who live in small tribes and villages surrounding [[the City]]. There are many different pagan tribes, each with their own traditions and appearance. They don&#039;t refer to themselves as pagans, nor do they necessarily cooperate with each other. Of all the so-called factions, pagans have the least in common with each other.&lt;br /&gt;
&lt;br /&gt;
Pagans worship a wide pantheon of gods, including the Horned God of fertility and the Moon Goddess of death and regeneration. They also have a close relationship with nature and magical forces. They worship animal spirits to varying degrees. Some simply venerate them--other tribes have members that can actually take on animal form. Most tribes have one or more druidic leaders who are wise in the ways of natural magic, able to conduct powerful rituals to keep their tribes safe or bring ruin on their enemies. They are frequently covered by tattoos, piercings, and wear the furs and bones of animals.&lt;br /&gt;
&lt;br /&gt;
There are some pagans who have taken to living inside the walls of the city. They usually come from tribes close to the city to begin with, and sometimes members take jobs inside the walls. Some wind up moving there permanently. Others are city dwellers who have left the Builder&#039;s church and are looking for an alternative.&lt;br /&gt;
&lt;br /&gt;
Urban pagans live in their own district in the city, for the most part. They are a little like gypsies in appearance, and they tend to cling to some old traditions involving magic and nature-worship. They live in fear of the Builders, who can usually arrest them for heresy without comment. When fires, disease or other problems arise in the city they are often the first to be blamed.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1559</id>
		<title>Necromancers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1559"/>
		<updated>2006-01-11T19:51:33Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Necromancers are individuals with magical talent who, for one reason or another, have begun studying the most forbidden of arts, raising the [[Undead]].&lt;br /&gt;
&lt;br /&gt;
Necromancers are the least organised of the Factions, because of the forbidden, dangerous and taboo nature of their work. They are fascinated with the forces of life and death, as well as what makes living (or unliving) bodies function. When they do meet, plague districts and hidden crypts are common places for them to congregate.&lt;br /&gt;
&lt;br /&gt;
Not every spoiled noble with a macabre interest in pulling wings off of birds becomes a necromancer. They just dip their toe in the well so to speak, there are others out there that take it a bit farther and jump in headfirst to see what they&#039;ll find at the bottom.&lt;br /&gt;
&lt;br /&gt;
True necromancers have studied life and death for years, ritualistically slaughtering and dissecting all manner of life to learn how it works. Necromancers can learn from books just as Mages can, but they learn more from active experimentation than isolated study. For this reason necromancers are always interested in obtaining the bodies of the recently dead or dying.&lt;br /&gt;
&lt;br /&gt;
A skill eventually learned by necromancers is how to reanimate the bodies of the dead. When necromancers animate a corpse, they do so by infusing the corpse with a small amount of their life force. Usually, this just weakens the necromancer for a time, requiring them to rest. If a necromancer makes a mistake, however, or if they are just unlucky, the loss is permanent. This results in necromancers slowly loosing the use of various limbs and organs. The longer you use necromancy, the more likely you are to have paralyzed limbs, blind eyes, or rotted tongues. Sloppy necromancy takes a high toll. This means that long-time necromancers will be shrivelled and rotted, and often mute. But those who just dabble occasionally can probably get away with it for a while, meaning you can&#039;t just pick out a necromancer by their appearance.&lt;br /&gt;
&lt;br /&gt;
The discovery of electricity has allowed Necromancers to animate corpses for a brief time without sacrificing their own life force. It is believed that Morden Adringhton, the first president of the [[Inventor&#039;s Guild]], was dabbling with electricity when he discovered its use in animating &#039;living machines&#039;. However, real necromancers do things by the unholy book and eventually sacrifice everything to perfect their art. Their health, their happiness, their dignity, their humanity, all is tossed to the side in the pursuit of that which seperates life from death. They&#039;re emaciated, weathered and aged, festering with diseases earned from playing with rotting organs and bodies, which in turn their magics feed upon to extend their lives to untold lengths. Considering their area of expertise, it&#039;s not uncommon to hear of necromancers living for two or three hundred years of age.&lt;br /&gt;
&lt;br /&gt;
Necromancers can control anything dead in the surrounding area. Dead birds, dogs, snakes, people, and so on, can be manipulated to get rid of any unwanted intruded or assassinate an interloper. An average necromancer&#039;s hovel will have dead things lying all throughout the building, with corpses of dead peasants spead out down a hallway or dead birds flying about with the necromancer sees through it&#039;s eyes. Necromancers often put animal heads on pikes in their territory. Using their magic they can see through the eyes, making the heads like macabre sentries.&lt;br /&gt;
&lt;br /&gt;
Necromancy is officially forbidden by the [[Mages]], who seek to distance themselves from the old [[Pagan]] craft. It is despised as a sin by the [[Builders]], and bemoaned by [[The City]]&#039;s Guild of Undertakers.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1558</id>
		<title>Necromancers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1558"/>
		<updated>2006-01-11T19:50:12Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Necromancers are individuals with magical talent who, for one reason or another, have begun studying the most forbidden of arts, raising the [[Undead]].&lt;br /&gt;
&lt;br /&gt;
Necromancers are the least organised of the Factions, because of the forbidden, dangerous and taboo nature of their work. They are fascinated with the forces of life and death, as well as what makes living (or unliving) bodies function. When they do meet, plague districts and hidden crypts are common places for them to congregate.&lt;br /&gt;
&lt;br /&gt;
Not every spoiled noble with a macabre interest in pulling wings off of birds becomes a necromancer. They just dip their toe in the well so to speak, there are others out there that take it a bit farther and jump in headfirst to see what they&#039;ll find at the bottom.&lt;br /&gt;
&lt;br /&gt;
True necromancers have studied life and death for years, ritualistically slaughtering and dissecting all manner of life to learn how it works. Necromancers can learn from books just as Mages can, but they learn more from active experimentation than isolated study. For this reason necromancers are always interested in obtaining the bodies of the recently dead or dying.&lt;br /&gt;
&lt;br /&gt;
A skill eventually learned by necromancers is how to reanimate the bodies of the dead. When necromancers animate a corpse, they do so by infusing the corpse with a small amount of their life force. Usually, this just weakens the necromancer for a time, requiring them to rest. If a necromancer makes a mistake, however, or if they are just unlucky, the loss is permanent. This results in necromancers slowly loosing the use of various limbs and organs. The longer you use necromancy, the more likely you are to have paralyzed limbs, blind eyes, or rotted tongues. Sloppy necromancy takes a high toll. This means that long-time necromancers will be shrivelled and rotted, and often mute. But those who just dabble occasionally can probably get away with it for a while, meaning you can&#039;t just pick out a necromancer by their appearance.&lt;br /&gt;
&lt;br /&gt;
The discovery of electricity has allowed Necromancers to animate corpses for a brief time without sacrificing their own life force. It is believed that Morden Adringhton, the first president of the [[Inventor&#039;s Guild]], was dabbling with electricity when he discovered its use in animating &#039;living machines&#039;. However, real necromancers do things by the unholy book and eventually sacrifice everything to perfect their art. Their health, their happiness, their dignity, their humanity, all is tossed to the side in the pursuit of that which seperates life from death. They&#039;re emaciated, weathered and aged, festering with diseases earned from playing with rotting organs and bodies, which in turn their magics feed upon to extend their lives to untold lengths. Considering their area of expertise, it&#039;s not uncommon to hear of necromancers living for two or three hundred years of age.&lt;br /&gt;
&lt;br /&gt;
Necromancers can control anything dead in the surrounding area. Dead birds, dogs, snakes, people, and so on, can be manipulated to get rid of any unwanted intruded or assassinate an interloper. An average necromancer&#039;s hovel will have dead things lying all throughout the building, with corpses of dead peasants spead out down a hallway or dead birds flying about with the necromancer sees through it&#039;s eyes. Necromancers often put animal heads on pikes in their territory. Using their magic they can see through the eyes, making the heads like macabre sentries.&lt;br /&gt;
&lt;br /&gt;
Necromancy is officially forbidden by the [[Mages]], despised as a sin by the [[Builders]], and bemoaned by [[The City]]&#039;s Guild of Undertakers.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1557</id>
		<title>Necromancers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1557"/>
		<updated>2006-01-11T19:46:59Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Necromancers are individuals with magical talent who, for one reason or another, have begun studying the most forbidden of arts, raising the [[Undead]].&lt;br /&gt;
&lt;br /&gt;
Necromancers are the least organised of the Factions, because of the forbidden, dangerous and taboo nature of their work. They are fascinated with the forces of life and death, as well as what makes living (or unliving) bodies function. When they do meet, plague districts and hidden crypts are common places for them to congregate.&lt;br /&gt;
&lt;br /&gt;
Not every spoiled noble with a macabre interest in pulling wings off of birds becomes a necromancer. They just dip their toe in the well so to speak, there are others out there that take it a bit farther and jump in headfirst to see what they&#039;ll find at the bottom.&lt;br /&gt;
&lt;br /&gt;
True necromancers have studied life and death for years, ritualistically slaughtering and dissecting all manner of life to learn how it works. Necromancers can learn from books just as Mages can, but they learn more from active experimentation than isolated study. For this reason necromancers are always interested in obtaining the bodies of the recently dead or dying.&lt;br /&gt;
&lt;br /&gt;
A skill eventually learned by necromancers is how to reanimate the bodies of the dead. When necromancers animate a corpse, they do so by infusing the corpse with a small amount of their life force. Usually, this just weakens the necromancer for a time, requiring them to rest. If a necromancer makes a mistake, however, or if they are just unlucky, the loss is permanent. This results in necromancers slowly loosing the use of various limbs and organs. The longer you use necromancy, the more likely you are to have paralyzed limbs, blind eyes, or rotted tongues. Sloppy necromancy takes a high toll. This means that long-time necromancers will be shrivelled and rotted, and often mute. But those who just dabble occasionally can probably get away with it for a while, meaning you can&#039;t just pick out a necromancer by their appearance.&lt;br /&gt;
&lt;br /&gt;
The discovery of electricity has allowed Necromancers to animate corpses for a brief time without sacrificing their own life force. It is believed that Morden Adringhton, the first president of the Inventor&#039;s Guild, was dabbling with electricity when he discovered its use in animating &#039;living machines&#039;. However, real necromancers do things by the unholy book and eventually sacrifice everything to perfect their art. Their health, their happiness, their dignity, their humanity, all is tossed to the side in the pursuit of that which seperates life from death. They&#039;re emaciated, weathered and aged, festering with diseases earned from playing with rotting organs and bodies, which in turn their magics feed upon to extend their lives to untold lengths. Considering their area of expertise, it&#039;s not uncommon to hear of necromancers living for two or three hundred years of age.&lt;br /&gt;
&lt;br /&gt;
Necromancers can control anything dead in the surrounding area. Dead birds, dogs, snakes, people, and so on, can be manipulated to get rid of any unwanted intruded or assassinate an interloper. An average necromancer&#039;s hovel will have dead things lying all throughout the building, with corpses of dead peasants spead out down a hallway or dead birds flying about with the necromancer sees through it&#039;s eyes. Necromancers often put animal heads on pikes in their territory. Using their magic they can see through the eyes, making the heads like macabre sentries.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1556</id>
		<title>Necromancers</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Necromancers&amp;diff=1556"/>
		<updated>2006-01-11T19:46:07Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Necromancers are individuals with magical talent who, for one reason or another, have begun studying the most forbidden of arts, raising the [[Undead]].&lt;br /&gt;
&lt;br /&gt;
Necromancers are the least organised of the Factions, because of the forbidden, dangerous and taboo nature of their work. They are fascinated with the forces of life and death, as well as what makes living (or unliving) bodies function. When they do meet, plague districts and hidden crypts are common places for them to congregate.&lt;br /&gt;
&lt;br /&gt;
Not every spoiled noble with a macabre interest in pulling wings off of birds becomes a necromancer. They just dip their toe in the well so to speak, there are others out there that take it a bit farther and jump in headfirst to see what they&#039;ll find at the bottom.&lt;br /&gt;
&lt;br /&gt;
True necromancers have studied life and death for years, ritualistically slaughtering and dissecting all manner of life to learn how it works. Necromancers can learn from books just as Mages can, but they learn more from active experimentation than isolated study. For this reason necromancers are always interested in obtaining the bodies of the recently dead or dying.&lt;br /&gt;
&lt;br /&gt;
A skill eventually learned by necromancers is how to reanimate the bodies of the dead. When necromancers animate a corpse, they do so by infusing the corpse with a small amount of their life force. Usually, this just weakens the necromancer for a time, requiring them to rest. If a necromancer makes a mistake, however, or if they are just unlucky, the loss is permanent. This results in necromancers slowly loosing the use of various limbs and organs. The longer you use necromancy, the more likely you are to have paralyzed limbs, blind eyes, or rotted tongues. Sloppy necromancy takes a high toll. This means that long-time necromancers will be shrivelled and rotted, and often mute. But those who just dabble occasionally can probably get away with it for a while, meaning you can&#039;t just pick out a necromancer by their appearance.&lt;br /&gt;
&lt;br /&gt;
The discovery of electricity has allowed Necromancers to animate corpses for a brief time without sacrificing their own life force. It is believed that Morden Adringhton, the first president of the Inventor&#039;s Guild, was dabbling with electricity when he discovered its use in animating &#039;living machines&#039;. However, real necromancers do things by the unholy book and eventually sacrifice everything to perfect their art. Their health, their happiness, their dignity, their humanity, all is tossed to the side in the pursuit of that which seperates life from death. They&#039;re emaciated, weathered and aged, festering with diseases earned from playing with rotting organs and bodies....which in turn their magics feed upon to extend their lives to untold lengths. Considering their area of expertise, it&#039;s not uncommon to hear of necromancers living for two or three hundred years of age.&lt;br /&gt;
&lt;br /&gt;
Necromancers can control anything dead in the surrounding area. Dead birds, dogs, snakes, people, and so on, can be manipulated to get rid of any unwanted intruded or assassinate an interloper. An average necromancer&#039;s hovel will have dead things lying all throughout the building, with corpses of dead peasants spead out down a hallway or dead birds flying about with the necromancer sees through it&#039;s eyes. Necromancers often put animal heads on pikes in their territory. Using their magic they can see through the eyes, making the heads like macabre sentries.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1555</id>
		<title>Builders</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1555"/>
		<updated>2006-01-11T19:25:31Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Builders are a powerful faction with a strong grip on [[The City]]. They are a fanatical reilgion, that believes in one all-powerful god. The senior members of the Church vie for power with the noble classes and can affect laws especially where those laws are concerned with &amp;quot;moral&amp;quot; behaviour. Like most religions they draw most of their power from the great mass of believers who are ready to do the High Inquisitor&#039;s bidding in the name of their god. Although the Builders&#039; Grand Cathedral is located in [[The City]], they are a nationwide organised religion with a lot of power and influence with people far more important than the inhabitants of this city.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their job is to &#039;civilize&#039; the lands, and turn nature into great works that honour their god. To them, nature is chaotic. Human civilization, with roads, walls, and aqueducts, are all elements of order. They value order, hard work, and devotion. Destruction of property, sloth, and chaos are all great evils. Builder mythology says that the world began in chaos. God gave cleansing fire tools to Mankind so that they might have dominion over the wilds. It is their purpose to build, to create order, and to spread civilization. Anyone that opposes the spread of civilization (as pagans often do) is working against that ordained purpose.&lt;br /&gt;
&lt;br /&gt;
The Church is always continuing its mission to tame and civilize the land. Just as the city continues to expand, new monastaries are formed in the wilderness, to protect and cultivate the nearby resources (Builder monastaries are more like small fortresses). They are the only places outside towns and cities where a civilized man can feel safe, and they are therefore heavily used by merchants, mercenaries, and any others who cannot travel by ship. By collecting tithes from these travellers, the Builders gain a great deal of wealth to finance future building projects. New towns often spring up around these monastaries.&lt;br /&gt;
&lt;br /&gt;
Although the Builders and the [[Inventor&#039;s Guild]] share a common desire to create, the Builders consider the Guild&#039;s &#039;living machines&#039; to be a kind of witch-craft, very close to necromancy, but bringing to life that which never lived rather than that which was once alive. Any kind of magic is despised by the Builders, since it involves (in their minds) trafficking with spirits. Only certain kinds of [[magic]] are legal to perform, including healing and protective spells. Divining the future, destructive spells or those that bend the will are all considered heretical. Of course, magic-like abilities, like priests throwing holy fire, come from their god and are not considered magic. The Church see pagans as -- at best -- misguided souls who have been corrupted by their close contact with spirits and nature, or at worst, active agents of chaos bent on destroying civilization. They rarely go out of their way to actually hunt pagan tribes down, however, unless they interfere with the building of a new fortress or mine.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their afterlife is a city built by their god, and is perfect in every way, running itself like clockwork. The harder they work in this life, the better their lodgings and the greater their freedom in this perfect city. Those who did not sufficiently honour their god with their works on earth wind up in a kind of purgatory -- a dreary wasteland bereft of natural resources where they must work their way into heaven through hard labour. Those who die unrepentent or with too great a sin are barred from The Blessed City and are dragged off by demons (who are often depicted as looking like [[Pagan]] nature-gods) to the Underworld -- a chaotic realm where they are tormented randomly for all eternity.&lt;br /&gt;
&lt;br /&gt;
The Builders have &amp;quot;ordeals&amp;quot; people must go through to rid themselves of sin. These ordeals can range from helping to build a cathedral to having to carry hot iron across coals. The rich can, of course, offer donations to the Church in lieu of the ordeal. Sometimes Builders will force these ordeals on people, especially heretics, for the good of their souls. Other people mistakenly see this as &#039;torture&#039;. They also believe that the punishment for a sin should in some way be related to that sin; for instance, a person who damages a wall must rebuild it. Taken to the extreme, as it often is, thieves lose their hands, liars lose their tongues, and spies have their eyes plucked out.&lt;br /&gt;
&lt;br /&gt;
Hard work/slave labour is seen by the Builders as literally good for the soul. Sinful people can work their way towards their heavenly reward by working hard. The Builders often put prisoners and pagans to work in what are essentially slave labour camps, attempting to save their souls.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1554</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1554"/>
		<updated>2006-01-11T19:24:17Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is a tangible force in The Dark Mod universe. Most people encounter it in some form or another on a regular basis. As it was in our own history, the line between &amp;quot;magic&amp;quot; and &amp;quot;science&amp;quot; is not well defined--most people see alchemy and mathematics as just another form of magic (or magic as just another form of science, if you prefer).&lt;br /&gt;
&lt;br /&gt;
If left unchecked magic can have disasterous consequences. Some magical objects are thought to be sentient, and have raised the undead of their own accord. Inexperienced dabbling with magic has also lead to disaster, especially in [[The City]], which has seen entire districts burnt to the ground roughly every few centuries. Thankfully most people are content developing the skills to do fairly easy things, like using tea leaves to tell fortunes, healing minor aches and pains, or creating small wards against rats or disease. &lt;br /&gt;
&lt;br /&gt;
[[Pagan]] magic is used to some extent by [[Mages]] and [[Necromancers]]. Although they claim not to use magic at all, some of the &#039;living machines&#039; of the [[Inventor&#039;s Guild]] are thought to be animated supernaturally.&lt;br /&gt;
&lt;br /&gt;
The [[Builders]] also use some form of magic which they claim is derived from the power of their god. Unfortunately no Mage and Builder has ever been on equal enough ground to compare notes and try to ascertain the source of these godly powers.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1553</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1553"/>
		<updated>2006-01-11T19:23:38Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is a tangible force in The Dark Mod universe. Most people encounter it in some form or another on a regular basis. As it was in our own history, the line between &amp;quot;magic&amp;quot; and &amp;quot;science&amp;quot; is not well defined--most people see alchemy and mathematics as just another form of magic (or magic as just another form of science, if you prefer).&lt;br /&gt;
&lt;br /&gt;
If left unchecked magic can have disasterous consequences. Some magical objects are thought to be sentient, and have raised the undead of their own accord. Inexperienced dabbling with magic has also lead to disaster, especially in [[The City]], which has seen entire districts burnt to the ground roughly every two centuries. Thankfully most people are content developing the skills to do fairly easy things, like using tea leaves to tell fortunes, healing minor aches and pains, or creating small wards against rats or disease. &lt;br /&gt;
&lt;br /&gt;
[[Pagan]] magic is used to some extent by [[Mages]] and [[Necromancers]]. Although they claim not to use magic at all, some of the &#039;living machines&#039; of the [[Inventor&#039;s Guild]] are thought to be animated supernaturally.&lt;br /&gt;
&lt;br /&gt;
The [[Builders]] also use some form of magic which they claim is derived from the power of their god. Unfortunately no Mage and Builder has ever been on equal enough ground to compare notes and try to ascertain the source of these godly powers.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1552</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Magic&amp;diff=1552"/>
		<updated>2006-01-11T19:23:21Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magic is a tangible force in The Dark Mod setting. Most people encounter it in some form or another on a regular basis. As it was in our own history, the line between &amp;quot;magic&amp;quot; and &amp;quot;science&amp;quot; is not well defined--most people see alchemy and mathematics as just another form of magic (or magic as just another form of science, if you prefer).&lt;br /&gt;
&lt;br /&gt;
If left unchecked magic can have disasterous consequences. Some magical objects are thought to be sentient, and have raised the undead of their own accord. Inexperienced dabbling with magic has also lead to disaster, especially in [[The City]], which has seen entire districts burnt to the ground roughly every two centuries. Thankfully most people are content developing the skills to do fairly easy things, like using tea leaves to tell fortunes, healing minor aches and pains, or creating small wards against rats or disease. &lt;br /&gt;
&lt;br /&gt;
[[Pagan]] magic is used to some extent by [[Mages]] and [[Necromancers]]. Although they claim not to use magic at all, some of the &#039;living machines&#039; of the [[Inventor&#039;s Guild]] are thought to be animated supernaturally.&lt;br /&gt;
&lt;br /&gt;
The [[Builders]] also use some form of magic which they claim is derived from the power of their god. Unfortunately no Mage and Builder has ever been on equal enough ground to compare notes and try to ascertain the source of these godly powers.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Mages&amp;diff=1551</id>
		<title>Mages</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Mages&amp;diff=1551"/>
		<updated>2006-01-11T19:09:18Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no one collective that encompasses all Mages, but a range of different orders and some induviduals who work alone. The only thing all Mages have in common is that they practice [[magic]].&lt;br /&gt;
&lt;br /&gt;
The most visible Mage order in [[The City]], the Hermetic Order, is a loose organization of Mages, headed by a Mage Council. This Council asserts its authority by maintaining complete control over Arcane books in the New Thaumaturgy Library. Only members of the Order are allowed access to these books, and without them a Mage cannot hope to improve their skills in any significant way. Copying or removing texts from the library is strictly prohibited so that the Council may retain their monopoly (they claim it is to ensure &#039;quality control&#039; over magical texts and to guard against damage or theft). If the Council learns of arcane texts in the city that are owned independently (foreign mages or those who have discovered them in ancient ruins), the Mages are &#039;invited&#039; to join the Order and turn over the text. If they refuse, they are blacklisted.&lt;br /&gt;
&lt;br /&gt;
Mages tend to run in families and many of the more powerful nobles in the city sit on the Mage Council. But while many people are born with the talent to use magic, few of them achieve the knowledge and strength to pass the applications tests of the Order. They must also be taught the &amp;quot;Wizard&#039;s Tongue&amp;quot;--the special language that books of magic are written in to keep their secrets from outsiders. When a wizard passes the application test, they become an official member of the Order, and are given a talismen to identify them. These talismans are magically bonded to the Mage and are used as their pass to the secret rooms in the library. A talisman could be a staff, an amulet, a ring, or something else significant to the mage.&lt;br /&gt;
&lt;br /&gt;
Nobles looking to hire wizards usually go to the Hermetic Order first, and merchants know that donations to the library are good ways to get &#039;lucky breaks&#039;, like fair winds for their ships. The Council can also forbid Mages for working for a particular family, so if a noble offends the Council, they will find it difficult to hire a Mage.&lt;br /&gt;
&lt;br /&gt;
The Council rarely keeps tabs on what other Mages are doing, investigating only if there is a serious complaint. As long as they don&#039;t draw unwanted attention to the Order (like working illegal magic in the open), and don&#039;t go against the rare edicts of the Council (like not working for a particular noble house), Mages are free to do what they like. Magic cannot always be detected by the five senses and so many con artists make a living pretending to do magic for money. It is believed that many freelance Mages who do not know the Tongue speak gibberish in order to impress their gullible clients. Others are simply intoxicated old tramps or the mentally ill who are incorrectly venerated by their community as Mages.&lt;br /&gt;
&lt;br /&gt;
Recent history has seen a shift in what is deemed acceptable by the Hermetic Order, mostly due to increased pressure from the powerful [[Builders]] Faction. They have continually sought to distance themselves from their [[Pagan]] origins. Necromancy, once widely practiced, was outlawed completely by the Order. Even more recently, there has been somewhat of an exodus to the Inventor&#039;s Guild. Many young men from middle class families who would a few years earlier have become apprentices to a Mage now enter the [[Inventor&#039;s Guild]] instead, which does not favour families of noble blood.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Inventor%27s_Guild&amp;diff=1550</id>
		<title>Inventor&#039;s Guild</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Inventor%27s_Guild&amp;diff=1550"/>
		<updated>2006-01-11T16:06:48Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Inventors Guild is an organization of engineers, scientists, and creative thinkers. They are an official guild, meaning they are able to control their own ideas and the selling of their inventions. Like all guilds they have a Guild Symbol, but they don&#039;t wear specific uniforms and you can&#039;t automatically pick one out of a crowd. As a guild they have different levels of membership--there are apprentice inventors as well as masters. Only the masters have access to the greatest secrets of the guild.&lt;br /&gt;
&lt;br /&gt;
The Inventor&#039;s Guild is the City&#039;s newest faction, formed after the City&#039;s recent naval war with a nearby trade rival, Crenoa. The ruler of the city called together a group of engineers and alchemists and charged them with the defense of the city. They spent weeks designing innovated seige engines (some of which still stand overlooking the harbour today), along with a chemical solution that would cause water itself to burst into flame. The defense of the city was a success, largely due to their creations, and the greatful ruler of the city presented them with a royal charter, allowing the creation of a formal Guild. Since then, the Inventor&#039;s Guild has continued to create new machines and other wonders (including rope arrows and steam-powered paddle-boats). The first Guild President was Morden Adringhton, a suspected necromancer who turned his attentions from flesh to metal after the [[Mages]] attempted to purge their ranks of such taboo practices.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t just pay an entrance fee and &#039;become&#039; a member of the Inventor&#039;s Guild. You must be taken as an apprentice at a young age, or must be an accomplished engineer, alchemist or scientist already. Initiates in the guild start off doing relatively menial tasks, or working on building inventions that are well-known to the public, like regular seige engines, tower clocks, or greek fire. Only after years of study and work are they allowed to study the workings of the more impressive inventions of the Guild, like steambeasts.&lt;br /&gt;
&lt;br /&gt;
Not every member of the Guild knows how to build steambeasts (probably their most recent and impressive creation). The Inventors all have their various areas of expertise. Some focus on the study of clockwork machines, others study chemical solutions, and others design outlandish steam-powered inventions. It takes many different specialists working together to make their more complex machines, and the exact procedures are jealously guarded from non-Guild members. It is believed no single Guild member has complete knowledge of how steambeasts are created, so that even if captured by an enemy they could not give away the entire procedure.&lt;br /&gt;
&lt;br /&gt;
The Inventor&#039;s Guild Hall is located in the wealthier area of the city. This is where they have meetings and where high-ranking members do much of their thinking and designing. Most guildmembers tend to live in an industrial section of town, however, where the actual building of the machines is done in one or more factories. They favour large, blocky, redbrick buildings to work in. Around the edges of disctrict are all kinds of other tradesmen that the Inventors rely on -- metalworkers, gemsmiths, etc. They often construct parts for the Inventors, though they are not privy to any secrets themselves.&lt;br /&gt;
&lt;br /&gt;
The Guild does not sell all of its inventions. The steambots they sell to nobles are ones that are already perfected. They have even stranger, &#039;elite&#039; bots inside their factories. Who knows what other inventions are still on the drawing board? There is no shortage of rumours about what people have seen and heard from those factories.&lt;br /&gt;
&lt;br /&gt;
The Inventors Guild is well thought-of by most of the nobility. The nobles benefit from the inventions on a regular basis, and they are happy to support their efforts. Some would like to get a closer look at what goes on behind the scenes, however, and fear that the Inventors could try to usurp power by creating their own army of steambots.&lt;br /&gt;
&lt;br /&gt;
The [[Builders]] were originally very supportive of the Inventors, respecting their hard work and new ideas. The [[Builders]] do not support the creation of steambots, however, suspecting that their creations are a form of necromancy that do not honour their god. Although most Guild members stay away from the subject of religion to avoid trouble, some publically disagree with Church doctrine about how the world works. The Church is now uneasy in its relationship with the Guild, with many [[Builders]] talking loudly about heretical practices and wolves in sheep&#039;s clothing.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1549</id>
		<title>Builders</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1549"/>
		<updated>2006-01-11T15:50:26Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Builders are a powerful faction with a strong grip on [[The City]]. They are a fanatical reilgion, that believes in one all-powerful god. The senior members of the Church vie for power with the noble classes and can affect laws especially where those laws are concerned with &amp;quot;moral&amp;quot; behaviour. Like most religions they draw most of their power from the great mass of believers who are ready to do the High Inquisitor&#039;s bidding in the name of their god. Although the Builders&#039; Grand Cathedral is located in [[The City]], they are a nationwide organised religion with a lot of power and influence with people far more important than the inhabitants of this city.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their job is to &#039;civilize&#039; the lands, and turn nature into great works that honour their god. To them, nature is chaotic. Human civilization, with roads, walls, and aqueducts, are all elements of order. They value order, hard work, and devotion. Destruction of property, sloth, and chaos are all great evils. Builder mythology says that the world began in chaos. God gave cleansing fire tools to Mankind so that they might have dominion over the wilds. It is their purpose to build, to create order, and to spread civilization. Anyone that opposes the spread of civilization (as pagans often do) is working against that ordained purpose.&lt;br /&gt;
&lt;br /&gt;
The Church is always continuing its mission to tame and civilize the land. Just as the city continues to expand, new monastaries are formed in the wilderness, to protect and cultivate the nearby resources (Builder monastaries are more like small fortresses). They are the only places outside towns and cities where a civilized man can feel safe, and they are therefore heavily used by merchants, mercenaries, and any others who cannot travel by ship. By collecting tithes from these travellers, the Builders gain a great deal of wealth to finance future building projects. New towns often spring up around these monastaries.&lt;br /&gt;
&lt;br /&gt;
Although the Builders and the [[Inventor&#039;s Guild]] share a common desire to create, the Builders consider the Guild&#039;s &#039;living machines&#039; to be a kind of witch-craft, very close to necromancy, but bringing to life that which never lived rather than that which was once alive. Any kind of magic is despised by the Builders, since it involves (in their minds) trafficking with spirits. Only certain kinds of magic are legal to perform, including healing and protective spells. Divining the future, destructive spells or those that bend the will are all considered heretical. Of course, magic-like abilities, like priests throwing holy fire, come from their god and are not considered magic. The Church see pagans as -- at best -- misguided souls who have been corrupted by their close contact with spirits and nature, or at worst, active agents of chaos bent on destroying civilization. They rarely go out of their way to actually hunt pagan tribes down, however, unless they interfere with the building of a new fortress or mine.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their afterlife is a city built by their god, and is perfect in every way, running itself like clockwork. The harder they work in this life, the better their lodgings and the greater their freedom in this perfect city. Those who did not sufficiently honour their god with their works on earth wind up in a kind of purgatory -- a dreary wasteland bereft of natural resources where they must work their way into heaven through hard labour. Those who die unrepentent or with too great a sin are barred from The Blessed City and are dragged off by demons (who are often depicted as looking like [[Pagan]] nature-gods) to the Underworld -- a chaotic realm where they are tormented randomly for all eternity.&lt;br /&gt;
&lt;br /&gt;
The Builders have &amp;quot;ordeals&amp;quot; people must go through to rid themselves of sin. These ordeals can range from helping to build a cathedral to having to carry hot iron across coals. The rich can, of course, offer donations to the Church in lieu of the ordeal. Sometimes Builders will force these ordeals on people, especially heretics, for the good of their souls. Other people mistakenly see this as &#039;torture&#039;. They also believe that the punishment for a sin should in some way be related to that sin; for instance, a person who damages a wall must rebuild it. Taken to the extreme, as it often is, thieves lose their hands, liars lose their tongues, and spies have their eyes plucked out.&lt;br /&gt;
&lt;br /&gt;
Hard work/slave labour is seen by the Builders as literally good for the soul. Sinful people can work their way towards their heavenly reward by working hard. The Builders often put prisoners and pagans to work in what are essentially slave labour camps, attempting to save their souls.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1548</id>
		<title>Builders</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1548"/>
		<updated>2006-01-11T15:50:10Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Builders are a powerful faction with a strong grip on [[The City]]. They are a fanatical reilgion, that believes in one all-powerful god. The senior members of the Church vie for power with the noble classes and can affect laws especially where those laws are concerned with &amp;quot;moral&amp;quot; behaviour. Like most religions they draw most of their power from the great mass of believers who are ready to do the High Inquisitor&#039;s bidding in the name of their god. Although the Builders&#039; Grand Cathedral is located in The City, they are a nationwide organised religion with a lot of power and influence with people far more important than the inhabitants of this city.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their job is to &#039;civilize&#039; the lands, and turn nature into great works that honour their god. To them, nature is chaotic. Human civilization, with roads, walls, and aqueducts, are all elements of order. They value order, hard work, and devotion. Destruction of property, sloth, and chaos are all great evils. Builder mythology says that the world began in chaos. God gave cleansing fire tools to Mankind so that they might have dominion over the wilds. It is their purpose to build, to create order, and to spread civilization. Anyone that opposes the spread of civilization (as pagans often do) is working against that ordained purpose.&lt;br /&gt;
&lt;br /&gt;
The Church is always continuing its mission to tame and civilize the land. Just as the city continues to expand, new monastaries are formed in the wilderness, to protect and cultivate the nearby resources (Builder monastaries are more like small fortresses). They are the only places outside towns and cities where a civilized man can feel safe, and they are therefore heavily used by merchants, mercenaries, and any others who cannot travel by ship. By collecting tithes from these travellers, the Builders gain a great deal of wealth to finance future building projects. New towns often spring up around these monastaries.&lt;br /&gt;
&lt;br /&gt;
Although the Builders and the [[Inventor&#039;s Guild]] share a common desire to create, the Builders consider the Guild&#039;s &#039;living machines&#039; to be a kind of witch-craft, very close to necromancy, but bringing to life that which never lived rather than that which was once alive. Any kind of magic is despised by the Builders, since it involves (in their minds) trafficking with spirits. Only certain kinds of magic are legal to perform, including healing and protective spells. Divining the future, destructive spells or those that bend the will are all considered heretical. Of course, magic-like abilities, like priests throwing holy fire, come from their god and are not considered magic. The Church see pagans as -- at best -- misguided souls who have been corrupted by their close contact with spirits and nature, or at worst, active agents of chaos bent on destroying civilization. They rarely go out of their way to actually hunt pagan tribes down, however, unless they interfere with the building of a new fortress or mine.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their afterlife is a city built by their god, and is perfect in every way, running itself like clockwork. The harder they work in this life, the better their lodgings and the greater their freedom in this perfect city. Those who did not sufficiently honour their god with their works on earth wind up in a kind of purgatory -- a dreary wasteland bereft of natural resources where they must work their way into heaven through hard labour. Those who die unrepentent or with too great a sin are barred from The Blessed City and are dragged off by demons (who are often depicted as looking like [[Pagan]] nature-gods) to the Underworld -- a chaotic realm where they are tormented randomly for all eternity.&lt;br /&gt;
&lt;br /&gt;
The Builders have &amp;quot;ordeals&amp;quot; people must go through to rid themselves of sin. These ordeals can range from helping to build a cathedral to having to carry hot iron across coals. The rich can, of course, offer donations to the Church in lieu of the ordeal. Sometimes Builders will force these ordeals on people, especially heretics, for the good of their souls. Other people mistakenly see this as &#039;torture&#039;. They also believe that the punishment for a sin should in some way be related to that sin; for instance, a person who damages a wall must rebuild it. Taken to the extreme, as it often is, thieves lose their hands, liars lose their tongues, and spies have their eyes plucked out.&lt;br /&gt;
&lt;br /&gt;
Hard work/slave labour is seen by the Builders as literally good for the soul. Sinful people can work their way towards their heavenly reward by working hard. The Builders often put prisoners and pagans to work in what are essentially slave labour camps, attempting to save their souls.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1547</id>
		<title>Builders</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Builders&amp;diff=1547"/>
		<updated>2006-01-11T15:48:30Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Builders are a powerful faction with a strong grip on [[The City]]. They are a fanatical reilgion, that believes in one all-powerful god. The faction has a lot of power throughout the empire. The senior members of the Church vie for power with the noble classes and can affect laws especially where those laws are concerned with &amp;quot;moral&amp;quot; behaviour. Like most religions they draw most of their power from the great mass of believers who are ready to do the High Inquisitor&#039;s bidding in the name of their god. Although the Builders&#039; Grand Cathedral is located in The City, they are a nationwide organised religion with a lot of power and influence with people far more important than the inhabitants of this city.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their job is to &#039;civilize&#039; the lands, and turn nature into great works that honour their god. To them, nature is chaotic. Human civilization, with roads, walls, and aqueducts, are all elements of order. They value order, hard work, and devotion. Destruction of property, sloth, and chaos are all great evils. Builder mythology says that the world began in chaos. God gave cleansing fire tools to Mankind so that they might have dominion over the wilds. It is their purpose to build, to create order, and to spread civilization. Anyone that opposes the spread of civilization (as pagans often do) is working against that ordained purpose.&lt;br /&gt;
&lt;br /&gt;
The Church is always continuing its mission to tame and civilize the land. Just as the city continues to expand, new monastaries are formed in the wilderness, to protect and cultivate the nearby resources (Builder monastaries are more like small fortresses). They are the only places outside towns and cities where a civilized man can feel safe, and they are therefore heavily used by merchants, mercenaries, and any others who cannot travel by ship. By collecting tithes from these travellers, the Builders gain a great deal of wealth to finance future building projects. New towns often spring up around these monastaries.&lt;br /&gt;
&lt;br /&gt;
Although the Builders and the [[Inventor&#039;s Guild]] share a common desire to create, the Builders consider the Guild&#039;s &#039;living machines&#039; to be a kind of witch-craft, very close to necromancy, but bringing to life that which never lived rather than that which was once alive. Any kind of magic is despised by the Builders, since it involves (in their minds) trafficking with spirits. Only certain kinds of magic are legal to perform, including healing and protective spells. Divining the future, destructive spells or those that bend the will are all considered heretical. Of course, magic-like abilities, like priests throwing holy fire, come from their god and are not considered magic. The Church see pagans as -- at best -- misguided souls who have been corrupted by their close contact with spirits and nature, or at worst, active agents of chaos bent on destroying civilization. They rarely go out of their way to actually hunt pagan tribes down, however, unless they interfere with the building of a new fortress or mine.&lt;br /&gt;
&lt;br /&gt;
The Builders believe that their afterlife is a city built by their god, and is perfect in every way, running itself like clockwork. The harder they work in this life, the better their lodgings and the greater their freedom in this perfect city. Those who did not sufficiently honour their god with their works on earth wind up in a kind of purgatory -- a dreary wasteland bereft of natural resources where they must work their way into heaven through hard labour. Those who die unrepentent or with too great a sin are barred from The Blessed City and are dragged off by demons (who are often depicted as looking like [[Pagan]] nature-gods) to the Underworld -- a chaotic realm where they are tormented randomly for all eternity.&lt;br /&gt;
&lt;br /&gt;
The Builders have &amp;quot;ordeals&amp;quot; people must go through to rid themselves of sin. These ordeals can range from helping to build a cathedral to having to carry hot iron across coals. The rich can, of course, offer donations to the Church in lieu of the ordeal. Sometimes Builders will force these ordeals on people, especially heretics, for the good of their souls. Other people mistakenly see this as &#039;torture&#039;. They also believe that the punishment for a sin should in some way be related to that sin; for instance, a person who damages a wall must rebuild it. Taken to the extreme, as it often is, thieves lose their hands, liars lose their tongues, and spies have their eyes plucked out.&lt;br /&gt;
&lt;br /&gt;
Hard work/slave labour is seen by the Builders as literally good for the soul. Sinful people can work their way towards their heavenly reward by working hard. The Builders often put prisoners and pagans to work in what are essentially slave labour camps, attempting to save their souls.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1546</id>
		<title>The City</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=The_City&amp;diff=1546"/>
		<updated>2006-01-11T15:03:49Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The City is the unnamed hub of the Dark Mod universe.&lt;br /&gt;
&lt;br /&gt;
It is a vast, sprawling port city, built atop a hill at the mouth of a river. The City has been around for several centuries at least, and has been founded and then rebuilt many times during the last thousand years. It is home to many powerful nobles and merchant families, who have gained wealth through sea trade.&lt;br /&gt;
&lt;br /&gt;
The City was once a flourishing trade city on the edge of the empire, but that empire has been in a long decline and is now concerned primarily with protecting the capital from rampant invasions. It has been largely left to rule itself since then, and has lucrative trade with enemies of the old empire, many of whom would prefer to simply conquer The City and make it their own. The City has fought several fierce naval battles over the years to keep that from happening.&lt;br /&gt;
&lt;br /&gt;
The City is isolated from overland travel because of the vast wilderness that surrounds it. This wilderness is full of [[Pagan]] tribes and dangerous creatures. Most travel to the city comes by riverboat, from the sea, or in convoys along specially maintained roads.&lt;br /&gt;
&lt;br /&gt;
The City is vast and sprawling. Most who live there go their whole lives without seeing just how expansive it is. Having been built and rebuilt over a thousand years, much of the city is a confusing maze of narrow streets and alleyways.&lt;br /&gt;
&lt;br /&gt;
Each time the City grew beyond its defensive walls, a new wall was added, encircling a new district. After a thousand years, there are now more than a dozen walled districts, each connected like a honeycomb to the others. While some districts grew and prospered and were modernized over the years, others fell into decline.&lt;br /&gt;
&lt;br /&gt;
Because districts were built and rebuilt over time, the older districts atop the hill have a city beneath the city. Subterranean crypts and passages abound, and are used as secret highways or meeting places for societies of [[Necromancers]] and thieves. The streets of today are the sewers of tomorrow.&lt;br /&gt;
&lt;br /&gt;
There is a saying in the City, &amp;quot;Wealth rises to the top&amp;quot; (or &amp;quot;Shit floats to the top&amp;quot;, depending on who you ask). Both refer to the fact that the wealthier and more modern districts lie atop the hills overlooking the ocean. The [[Builders]]&#039; Grand Cathedral, the City Council Chambers, and the Guild Halls of the [[Inventor&#039;s Guild]] are all situated high above the festering smog and peculiar odours below. The further you go from the hills and the port districts, the poorer the districts tend to get.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1545</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1545"/>
		<updated>2006-01-11T14:51:57Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Dark Mod universe. Unlike our own world it remains mostly uncharted, for you to build upon and explore as you see fit. However, a few things are set in stone.&lt;br /&gt;
&lt;br /&gt;
The Dark Mod universe is a medieval world that stands upon the brink of industrial revolution. The architecture ranges from medieval to victorian, with lots of steampunk, industrial factories thrown in. Metal pipes snake through ancient gardens, iron girders cage entire districts, and smokestacks dominate the skyline. Outside of the populated areas lies an endless savage, untamed wilderness where few dare venture.&lt;br /&gt;
&lt;br /&gt;
The populated towns and cities are dark, gritty, and most of all, believable. The lower classes live in squalid conditions. Brutality is commonplace. Public torture and hangings are one of the most popular forms of entertainment. Uneducated guards do not talk like poets or discuss philosophy. Whores do not have hearts of gold. Those rare few that escape the grime and the poverty either exploit those below them or are born into their station. The rich care nothing for the poor as long as they don&#039;t revolt.&lt;br /&gt;
&lt;br /&gt;
In this world there is no good and evil, only survival. Everyone has their own point of view, shaped by their background and their allegiances. Every powerful faction claims to know the truth, and all are locked in a perpetual struggle for dominance. One may gain the upper hand for a time, but the pendulum swings unceasingly back and forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Places&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[The City]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Builders]]&lt;br /&gt;
&lt;br /&gt;
[[Pagans]]&lt;br /&gt;
&lt;br /&gt;
[[Inventor&#039;s Guild]]&lt;br /&gt;
&lt;br /&gt;
[[Mages]]&lt;br /&gt;
&lt;br /&gt;
[[Necromancers]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1544</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1544"/>
		<updated>2006-01-11T14:47:22Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Dark Mod universe. Unlike our own world it remains mostly uncharted, for you to build upon and explore as you see fit. However, a few things are set in stone.&lt;br /&gt;
&lt;br /&gt;
The Dark Mod universe is a medieval world that stands upon the brink of industrial revolution. The architecture ranges from medieval to victorian, with lots of steampunk, industrial factories thrown in. Metal pipes snake through ancient gardens, iron girders cage entire districts, and smokestacks dominate the skyline. Outside of the populated areas lies an endless savage, untamed wilderness where few dare venture.&lt;br /&gt;
&lt;br /&gt;
The populated towns and cities are dark, gritty, and most of all, believable. The lower classes live in squalid conditions. Brutality is commonplace. Public torture and hangings are one of the most popular forms of entertainment. Uneducated guards do not talk like poets or discuss philosophy. Whores do not have hearts of gold. Those rare few that escape the grime and the poverty either exploit those below them or are born into their station. The rich care nothing for the poor as long as they don&#039;t revolt.&lt;br /&gt;
&lt;br /&gt;
In this world there is no good and evil, only survival. Everyone has their own point of view, shaped by their background and their allegiances. Every powerful faction claims to know the truth, and all are locked in a perpetual struggle for dominance. One may gain the upper hand for a time, but the pendulum swings unceasingly back and forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Places&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Builders&lt;br /&gt;
&lt;br /&gt;
Pagans&lt;br /&gt;
&lt;br /&gt;
Inventor&#039;s Guild&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
&lt;br /&gt;
Necromancers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1543</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1543"/>
		<updated>2006-01-11T14:47:02Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Dark Mod universe. Unlike our own world it remains mostly uncharted, for you to build upon and explore as you see fit. However, a few things are set in stone.&lt;br /&gt;
&lt;br /&gt;
The Dark Mod universe is a medieval world that stands upon the brink of industrial revolution. The architecture ranges from medieval to victorian, with lots of steampunk, industrial factories thrown in. Metal pipes snake through ancient gardens, iron girders cage entire districts, and smokestacks dominate the skyline. Outside of the populated areas lies an endless savage, untamed wilderness where few dare venture.&lt;br /&gt;
&lt;br /&gt;
The populated pockets are dark, gritty, and most of all, believable. The lower classes live in squalid conditions. Brutality is commonplace. Public torture and hangings are one of the most popular forms of entertainment. Uneducated guards do not talk like poets or discuss philosophy. Whores do not have hearts of gold. Those rare few that escape the grime and the poverty either exploit those below them or are born into their station. The rich care nothing for the poor as long as they don&#039;t revolt.&lt;br /&gt;
&lt;br /&gt;
In this world there is no good and evil, only survival. Everyone has their own point of view, shaped by their background and their allegiances. Every powerful faction claims to know the truth, and all are locked in a perpetual struggle for dominance. One may gain the upper hand for a time, but the pendulum swings unceasingly back and forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Places&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Builders&lt;br /&gt;
&lt;br /&gt;
Pagans&lt;br /&gt;
&lt;br /&gt;
Inventor&#039;s Guild&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
&lt;br /&gt;
Necromancers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1542</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1542"/>
		<updated>2006-01-11T14:46:01Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Dark Mod universe. Unlike our own world it remains mostly uncharted, for you to build upon and explore as you see fit. However, a few things are set in stone.&lt;br /&gt;
&lt;br /&gt;
The Dark Mod universe is a medieval world that stands upon the brink of industrial revolution. The architecture ranges from medieval to victorian, with lots of steampunk, industrial factories thrown in. Metal pipes snake through ancient gardens, iron girders cage entire districts, and smokestacks dominate the skyline. Outside of the populated areas lies an endless savage, untamed wilderness where few dare venture.&lt;br /&gt;
&lt;br /&gt;
The populated cities are dark, gritty, and most of all, believable. The lower classes live in squalid conditions. Brutality is commonplace. Public torture and hangings are one of the most popular forms of entertainment. Uneducated guards do not talk like poets or discuss philosophy. Whores do not have hearts of gold. Those rare few that escape the grime and the poverty either exploit those below them or are born into their station. The rich care nothing for the poor as long as they don&#039;t revolt.&lt;br /&gt;
&lt;br /&gt;
In this world there is no good and evil, only survival. Everyone has their own point of view, shaped by their background and their allegiances. Every powerful faction claims to know the truth, and all are locked in a perpetual struggle for dominance. One may gain the upper hand for a time, but the pendulum swings unceasingly back and forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Places&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Builders&lt;br /&gt;
&lt;br /&gt;
Pagans&lt;br /&gt;
&lt;br /&gt;
Inventor&#039;s Guild&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
&lt;br /&gt;
Necromancers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1541</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Universe&amp;diff=1541"/>
		<updated>2006-01-11T14:38:32Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Dark Mod universe. Unlike our own world it remains mostly uncharted, for you to build upon and explore as you see fit. However, a few things are set in stone.&lt;br /&gt;
&lt;br /&gt;
The Dark Mod universe is dark, gritty, and most of all, believable. The lower classes live in squalid conditions. Brutality is commonplace. Public torture and hangings are one of the most popular forms of entertainment. Uneducated guards do not talk like poets or discuss philosophy. Whores do not have hearts of gold. Those rare few that escape the grime and the poverty either exploit those below them or are born into their station. The rich care nothing for the poor as long as they don&#039;t revolt.&lt;br /&gt;
&lt;br /&gt;
In this world there is no good and evil, only survival. Everyone has their own point of view, shaped by their background and their allegiances. Every powerful faction claims to know the truth, and all are locked in a perpetual struggle for dominance. One may gain the upper hand for a time, but the pendulum swings unceasingly back and forth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Places&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The City&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Builders&lt;br /&gt;
&lt;br /&gt;
Pagans&lt;br /&gt;
&lt;br /&gt;
Inventor&#039;s Guild&lt;br /&gt;
&lt;br /&gt;
Mages&lt;br /&gt;
&lt;br /&gt;
Necromancers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=User:Macsen&amp;diff=1540</id>
		<title>User:Macsen</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=User:Macsen&amp;diff=1540"/>
		<updated>2006-01-10T21:22:38Z</updated>

		<summary type="html">&lt;p&gt;Macsen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Macsen&#039;&#039;&#039; is a writer and map maker for the [[Imperium]] campaign project, who has also done some writing work for [[The Dark Mod]]. His real name is Ifan Morgan Jones. He is 21, and lives in Wales.&lt;/div&gt;</summary>
		<author><name>Macsen</name></author>
	</entry>
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