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Unfortunately, their idealism led not to their liberation, their release from the shackles of a corrupt, crony-mercantilist system where the gangs got rich and the government richer, but to subjugation, persecution, and nigh-extermination. But they had a secret. A long-forgotten and well-hidden power, so well hidden it almost acted in plain sight; only those wielding it, and scholars of high renown, knew the truth. They could pass down their will; a testament to the fervor of their devotion to, in their eyes, a logical, peaceful, stateless society. In this, their leader, usually referred to by the title of "Wizened Elder", when in a near death or deadly experience, can simultaneously commune with both a new vessel for their will, and the gods of the realm, humbly offering a barter of their own life in service to these deities, in exchange for the power to guide their vessel and bestow upon them further knowledge and strength to continue down what they believe is their ultimate, fated path to freedom for all in the realm of Quelmar.
Unfortunately, their idealism led not to their liberation, their release from the shackles of a corrupt, crony-mercantilist system where the gangs got rich and the government richer, but to subjugation, persecution, and nigh-extermination. But they had a secret. A long-forgotten and well-hidden power, so well hidden it almost acted in plain sight; only those wielding it, and scholars of high renown, knew the truth. They could pass down their will; a testament to the fervor of their devotion to, in their eyes, a logical, peaceful, stateless society. In this, their leader, usually referred to by the title of "Wizened Elder", when in a near death or deadly experience, can simultaneously commune with both a new vessel for their will, and the gods of the realm, humbly offering a barter of their own life in service to these deities, in exchange for the power to guide their vessel and bestow upon them further knowledge and strength to continue down what they believe is their ultimate, fated path to freedom for all in the realm of Quelmar.
Similarly, their strict dedication of to their ideals and consequent misconstruement of  interpretation led to conflict, internal strife, political discussion where once abhorred (as they were united under one creed of freedom), and even attempts at infiltration from the Five (all thwarted, as admission required a complex ritual that acolytes were unaware of; the acolytes instead needed to be vouched for by the sentinel themselves).
This 'family' had many names, all in secretive tongues, the preference Infernal, no two names translating back to the same in Common, but all sharing one agreed upon interpretation: "[[The Clan of Auton]]".
==Notable Places==
==Notable Places==


* '''The Needle and Dread''': A tattoo and piercing parlor run by '''Borya''', a fearsome, bald giant who doesn't speak common. Some whisper that his sleeves of rune tattoos are pure magic. '''Mr. Whiskers''' is Borya's hairless sphynx cat, covered entirely in tattoos.  
* '''The Needle and Dread''': A tattoo and piercing parlor run by '''Borya''', a fearsome, bald giant who doesn't speak common. Some whisper that his sleeves of rune tattoos are pure magic. '''Mr. Whiskers''' is Borya's hairless sphynx cat, covered entirely in tattoos.  
* '''The Low Lantern''' is a sandship anchored in the dock. It hasn't been sand-worthy for years, but its a bustling hub of gambling where powerful gangleaders make deals behind closed doors. In more modern times (circa 800s PR), it has grown into a near micro-state with five hubs connected by an open air bazaar, each hub rented to each head of the Five Families. Infighting at different parts of the Lantern left the local construction unions nigh-constantly busy. Of course, that meant kickbacks had to be paid.
* '''The Low Lantern''' is a sandship anchored in the dock. It hasn't been sand-worthy for years, but its a bustling hub of gambling where powerful gangleaders make deals behind closed doors.
* '''Fort Knucklebone:''' During the [[The Infernal Emergence|First Infernal Emergence]], '''Mad Maggie''' and her cackling brood set up shop outside Crooks' Creek. Spiked walls of infernal iron surrounded this one-stop shop for infernal war machines, the preferred mode of travel for roving devil gangs.
* '''Fort Knucklebone:''' During the [[The Infernal Emergence|First Infernal Emergence]], '''Mad Maggie''' and her cackling brood set up shop outside Crooks' Creek. Spiked walls of infernal iron surrounded this one-stop shop for infernal war machines, the preferred mode of travel for roving devil gangs.
* '''The Labyrinth:''' Just south of Crooks' Creek, the cliff coasts fracture into a mess of pieces from the tectonic turmoil of the First Infernal Emergence. Agile ships can dart through these deep, winding canyons, but so can the occasional sandworm and even worse.
* '''The Labyrinth:''' Just south of Crooks' Creek, the cliff coasts fracture into a mess of pieces from the tectonic turmoil of the First Infernal Emergence. Agile ships can dart through these deep, winding canyons, but so can the occasional sandworm and even worse.
*'''Chateau Non Loft:''' Hidden in plain sight within the main streets of the city, this seemed to be one of the few buildings completely free of influence from the Families. It was a relatively large, seemingly empty, but unassuming building, open during regular hours as a place of rest, relaxation, food, drink, smoke, and refuge. Those particularly adept in their linguistic abilities might notice something in the Chateu's name (psst... it's the Clan of Auton's hideout: THECLANOFAUTON -> CHATEAU NON LOFT).


==Notable Events==
==Notable Events==
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