Main Cultures

* Renfieldistic/cyclical, energy flows from simple sources to complex, small lifeforms can lend their energy to more complex sources but it all flows back and forth eventually
* Reducing and reusing is the main aspect
* Councils instead of presidents/CEOs, prime ministers etc. reflecting their energy views
* Do not eat large animals, inefficient energy transfer, they eat fish, and poultry
* Hand-Me-Downs
* Fix it yourself, tradespeople and specialists are rarer
* Public transit, trains and Gyrorails (gyroscopic electric-bikes that connect to their own system of rails to get around, can go vertical due to electronics assisting pedaling

##### Aesthetics

* Green spaces, Roof gardens, vertical axis wind turbines, vines and creepers drape down buildings, “Floral paintings” (flowers planted so when they bloom they make a coloured picture) Gardens indoors etc.
* Visible mending, clothing patches, welds, painted broken tiles, scars etc. Incorporating the fix into an aesthetic choice Eg. mend pants with embroidery
* Solar panels on non-green surfaces
* Vertical garden greenhouses, compact. Feed most of the city.
* Odd Earthship houses, made from recycled hollow garbage, filled with adobe, peat, straw, dirt etc. (large bacteria cultures for vamping)
* Solar/wind power mainly, stored in heat form by melting aluminum in vats, which power stirling engines

### The Shire

#### Fantasy folk/Tolks

##### Tolk Society

* Power tied up in Rune LLC mainly, most houses in the area owned by them so almost all the money flows through Rune LLC.
* "Quilted" cultures, small groups but many groups. Due to the fact that there are many people in a small area.
* Public transit uncommon, people generally walk or drive, cars are still a novelty in the Shire.
* Officially the fantasy races that get along were the ones that stayed in the Shire so from an outside perspective there is little trouble. However most problems are dealt with via vigilante justice. "Heroes" develop and take care of most problems. Heroes are given leeway by the populace, because they are more trusted than the police.
* A divide exists in the population between people that are grateful for the slight help of humans within this realm, and groups that believe they were more or less cast aside and left to be ruled by Rune LLC.
* Most of the money comes from magic services, strange cuisine, information about fantastical beasts that now roam the land etc.

##### Aesthetics

* A massive suburb with a tight knot of businesses around the HQ of Rune LLC.
* Small ma n' pa shops are more popular here due to the cultures and shape of the suburbs.
* Human designed apartments. All the same layout but the insides made differently by denizens to make up for the lack of personality/accessibility. Exa. Halflings, Dwarves and Gnomes might have artificially raised sections of floor/stairs to reach shelves and other high places. Centaurs and Minotaurs have no ceiling mounted fans or lights. And, nobody puts a heavy Loxodon or Tortle on the top floor.
* The closer you get to the knot the more fantastical things get. Buildings not supported properly stay erect. Advertisments propelled by nothing stay midair. giant arches inefficient and silly by utilitarian standards stretch huge distances. The oddities of magic construction allow this part of the city to have very high roads where otherwhere would use flying cars. It is a very vertical place.

### Junkertown

#### Junkpunks

##### Junkpunk Society

* Stationary or semi-nomadic people junk punks tend to have a few homes. From proper houses, to an off road junk hut, to the back of a truck or tent.
* They abhor digitalisation and believe the world was better without computers.
* They tend to be fairly uneducation but are very handy people.
* They are repairers, they try to participate in consumer culture as little as possible.
* They highly value their cars and keep them running as long as possible. Current Junkpunk cars are Frankensteinesque. They are usually incredibly customised and no two cars will be the same, with the benefits and quirks that are involved in this.
* Junkpunks tend to function as collectivists. A Lone junkpunk is an ostracised junkpunk.

##### Junkpunk Aesthetics

* Makeshift gadgets, usually gunpowder, or oil product powered.
* The more smoke given off by a gadget (while it still works) the better.
* towns tend to be poor as junkpunks find home live stifling. Junkpunk towns tend to be oil extraction areas or refineries
* You've seen mad max.

### The Exchange

##### Society

* Dog eat dog idealism (highly competitive)
* highly capitalist
* planned obsolescence so normalised that repairing seems like the unattainable/unrealistic option.
* Cybernetic enhancement is the norm.
* fairly homogenous society
* 50/50 whether a person trusts the police or fears them.
* Gang activity high.
* high/mid middle class almost non-existent. Many upper class and even more lower middle class/poor people

##### Aesthetics

* Classic Cyberpunk landscape complete with large neon advertisements, multi-leveled market squares and dim lighting
* East side; poorer with sardine style housing

### The Damp Dark

#### Fantasy misfits (tritors (no big body of water, grungs, goblins etc. ("evil" races also))

##### Society

Aesthetics

S.P.E.R.M.