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Warehouse World- /tg/
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===Organizations=== ''''The Mining Corps''''- Each settlement has their own Mining Corps, though the mines of Greater /tg/ have dug the deepest and most stable tunnels. Many refugees have taken to living in the tunnels, as the dank and dirty conditions mimic their homes before "Housefall." ''''Adventurer's Guild''''- The adventurer's guild is for rejects the militias wouldn't take. They seek exorbitant bounties for even the most trivial of tasks, and are really just a social club for outcasts looking to make a quick buck or not drink alone. There are a few exceptions, however, such as Ross 60, the magic player. ''''Palletanisim''''- A church worshiping the bountiful pallets and thanking the god of the store for its benevolence, they provide spiritual therapy for the citizens of Greater /tg/. Their chapel looks like an amalgamation of child-play house parts, scaffolding, and duct tape. A testament to the bounty the store provides. ''''High Council of the Intellects''''- The "government" of Greater /tg/, these "Intellects" squabble amongst themselves while the military does the majority of governing. They're struggling for leadership even as the populace clamors for law and order. '''''The Militia''''- The military of greater /tg/, the militia is charged with the defense of the costco, and the policing of its inhabitants. While underfunded and under staffed they largely get by using the Adventurer's Guild as mercenaries. They also provide self defense training to as many citizens as they can, but keep most guns and heavy weapons to themselves.
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