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  As is often the case, the Clan Ventrue is ascendant in the city; given
  their role in taking Baltimore, few would begrudge them.
  
  James Musgrave, Prince of Baltimore
  
  Sire: 
William of Lancaster
  Clan: Ventrue
  Nature/Demeanor: Cavalier/Traditionalist
  Generation: 7th
  Embrace: 1703
  Apparent Age: 36
  Physical: Strength 3, Dexterity 3, Stamina 3
  Social: Charisma 4, Manipulation 4, Appearance 2
  Mental: Perception 4, Intelligence 4, Wits 3
  Talents: Acting 1, Alertness 3, Athletics 2, Brawl 3, Carousing 1,
  Diplomacy 3, Dodge 2, Empathy 3, Interrogation 1, Intimidation 3, Leadership
  3, Masquerade 2, Seduction 1, Sense Deception 1, Streetwise 1, Style 1,
  Subterfuge 3
  Skills: Animal Ken 1, Dancing 1, Drive 1, Etiquette 3, Falconry 1,
  Firearms 2, First Aid 1, Gambling 2, Gameplaying 3, Hunting 1, Melee 3, Music
  2, Riding 2, Speed Reading 1, Stealth 2, Survival 1
  Knowledges: Bureaucracy 3, Camarilla Lore 2, Clan Knowledge 1, Computer
  1, Economics 2, Finance 3, History 1, Investigation 1, Kindred Lore 2, Law 1,
  Linguistics 3, Lupine Lore 1, Medicine 1, Military Science 1, Occult 1,
  Politics 3, Sabbat Lore 2, Science 2, Technology 1
  Disciplines: Auspex 2, Celerity 3, Dominate 3, Fortitude 3, Potence 1,
  Presence 5, Protean 3, Thaumaturgy 2 (Ritual: Wake with Evening's Freshness)
  Backgrounds: Allies 2, Clan Prestige 6, Contacts 4, Elder Status 1,
  Generation 6, Influence 3, <Mentor 4>, Retainers 2, Resources (Shipping
  influence)6, Status 5
  Merits: Calm Heart, Code of Honor, Eat Food, Prestigious Sire,
  Unbondable
  Flaws: Enemy
  Virtues: Conscience 4, Self-Control 5, Courage 5
  Humanity: 6
  Willpower: 10
  Blood Pool/Max per Turn: 20/5
  Image: 6', black hair to the shoulders, strong, angular features, blue
  eyes, medium build. Proud noble bearing but no arrogant swagger.
  Roleplaying Hints: You keep a calm, inscrutable demeanor; therefore, a
  raised eyebrow can be as forceful as a rage in others. You seldom use your
  power because you seldom have to.
  Background: Lord James Musgrave, Baron Rivenhall, was born in 1671. A
  true aristocrat, he excelled in the pursuits of nobility, save perhaps for
  intrigue. As a member of the House of Lords, he was regarded as a
  troublemaker, although in reality he was merely standing against repression of
  the lower classes. Though by no means a democrat, he believed in his duty to
  protect and defend his lessers. It was during this time that he met a man he
  knew only as William. This enigmatic man had fascinating insights on the
  political situation, though James had never seen him in Parliament.
  James was a good man, but not as cunning or ruthless as many. In his
  efforts to further his aims, he fell into a political trap. His political
  clout and then his fortune drained away as he fell into disfavor. Standing in
  the darkness outside Parliament, he was approached by William of Lancaster,
  who made an incredible offer: "I have watched your struggle, and a good
  one has it been. I can give you the strength to carry on your fight. . ."
  James was Embraced that night, November 3, 1703. Over the next decade, he won
  back his fortune and his lands, breaking those who had plotted against him.
  Over the next century, he became Prince William’s right hand man, with all
  the status that implies. Yet he was evenhanded, and never abused his Prince’s
  trust.
  His fortunes went south in 1812, when his ship to the former American
  colonies sank in a pirate attack. He and several young companions were lost to
  the world until 1996, when a Smithsonian expedition excavated the heavy lead
  coffins. The Kindred contacts in the Institution revived James and the
  neonates. After acclimating himself to the new age and situation, he began
  plotting for power. Within a year, he had reestablished contacts across the
  ocean, and discovered his adopted childe in a most interesting position: deep
  cover in the local Sabbat. He also made a contact with Dominique, an
  unenthusiastic Sabbat leader. Using inside intelligence, tactical support and
  manpower from others eager to claim new territory, and a good deal of luck, he
  stormed the enemy’s headquarters and crushed all resistance, losing only a
  few of his own forces. During the attack, he struck down a powerful Malkavian
  but not before she cursed him with an obsession for the one who betrayed the
  Sabbat, Dominique. The curse was only mildly effective, but it proves an
  annoyance to James.
  
  Haven: The prince's main haven is a large, very secure Georgian-style
  mansion.
  Influence: James is very powerful in the regional shipping sector, and
  is expanding his influence worldwide.
  City Secrets: A
  
  Karel Hugo, Ventrue Primogen
  
  Sire:
 Pieter Zutphen
  Clan: Ventrue
  Nature/Demeanor: Director/Competitor
  Generation: 9th
  Embrace: 1899
  Apparent Age: 38
  Physical: Strength 2, Dexterity 2, Stamina 3
  Social: Charisma 3, Manipulation 4, Appearance 3
  Mental: Perception 3, Intelligence 3, Wits 3
  Talents: Alertness 2, Brawl 2, Empathy 2, Intimidation 2, Leadership 2,
  Masquerade 1, Style 1, Subterfuge 3
  Skills: Drive 2, Etiquette 3, Firearms 2, Game Playing 2, Melee 2,
  Repair 2, Security 3, Stealth 1,
  Knowledges: Chemistry 4, Computer 3, Economics 2, Finance 4,
  Investigation 4, Law 3, Linguistics 5, Medicine 3, KS: Pharmaceuticals 5,
  Sabbat Lore 1, Toxicology 2
  Disciplines: Auspex 2, Celerity 1, Dominate 4, Fortitude 4, Presence 3
  Backgrounds: Allies 1, Clan Prestige 4, Contacts 3, Herd 3, Influence
  3, Resources (Pharmaceutical influence) 6, Retainers 3, Status 3
  Merits/Flaws: Corporate Ties
  Virtues: Conscience 2, Self-Control 4, Courage 5
  Humanity: 6
  Willpower: 8
  Blood Pool/Max per Turn: 14/2
  Image: 5'9", medium build, short black hair with a touch of gray,
  gray eyes.
  Roleplaying Hints: Matters pertaining to the Ventrue and your status as
  clan head get your full attention; otherwise, you tend to ignore things which
  don't relate to your business interests.
  Background: Karel proved himself adept at adapting to the changing and
  expanding field of drug research and development; still, he was always under
  his sire. Baltimore was a opportunity to expand into the North America market,
  staking his claim in a city rich in research and production potential. His
  ties with Europe, and certain arrangements with his prince, allow him to ship
  in experimental and unregistered drugs to US markets.
  Influence: Pharmaceutical industry.
  Haven: Large townhouse.
   City Secrets: B+
  
  Mortimer Cathcart
  
  Sire: 
James Musgrave
  Clan: Ventrue
  Nature/Demeanor: Bravo/Judge
  Generation: 8th
  Embrace: 1997
  Apparent Age: 30
  Physical: Strength 2, Dexterity 2, Stamina 3
  Social: Charisma 4, Manipulation 3, Appearance 3
  Mental: Perception 3, Intelligence 3, Wits 4
  Talents: Acting 1, Alertness 2, Athletics 1, Brawl 2, Empathy 2,
  Expression 4, Intimidation 3, Leadership 3, Masquerade 2, Public Speaking 2,
  Sense Deception 3, Streetwise 3, Subterfuge 2,
  Skills: Drive 2, Etiquette 3, Firearms 3, Melee 2, Police Procedure 4,
  Repair 1, Security 3, Stealth 2
  Knowledges: Computer 2, Criminology 3, Finance 2, Investigation 4,
  Kindred Lore 1, Law 4, Linguistics 2, Politics 3, Sabbat Lore 1, Science 2
  Disciplines: Auspex 2, Dominate 3, Fortitude 1, Presence 2
  Backgrounds: Allies 3, Clan Prestige 3, Contacts 4, Herd 2, Influence
  4, Mentor 4, Resources 3, Retainers 4
  Merits/Flaws: Prestigious Sire, Judicial Ties, Police Ties
  Virtues: Conscience 3, Self-Control 4, Courage 4
  Humanity: 7
  Willpower: 7
  Blood Pool/Max per Turn: 15/3
  Image: 5'10", short dark brown hair, green eyes, medium build,
  small scar on right cheek (broken glass), attitude glasses.
  Roleplaying Hints: Always the District Attorney – defending the weak
  is your life. In other’s actions always look for ulterior motives and
  opportunities to make connections.
  Background: A member of a politically powerful family, Mortimer saw law
  as a tool, and city government as a stepping stone to Washington. After
  putting some time in, he discovered that he actually cared about his work.
  When he became district attorney in 1992, he was determined to turn the
  judicial system around, to keep criminals off the streets. Years of
  backbreaking effort showed only nominal success. During an all-nighter, a man
  came to his office, offering him the strength to make a difference. In spite
  of himself, he was intrigued. After hearing more, he agreed, and soon came
  down with an "untreatable vitamin D allergy" which forced him to
  change his diet and stay out of the sunlight. If some among the citizenry
  doubted the lie, they didn't make a fuss – the DA's conviction rate has
  increased dramatically.
  Haven: Mortimer has a house in a secluded end of a pricey subdivision.
  A ghouled security guard is on the premises at all times, as are two ghouled
  guard German Shepherds.
  Influence: Mortimer has a great deal of pull in the justice and police
  departments, and is strengthening connections in the Mayor's office.
  City Secrets: A-
  
  Kathleen O'Donnell
  
  Sire:
 James Musgrave
  Clan: Ventrue
  Nature/Demeanor: Cavalier/Caregiver
  Generation: 8th
  Embrace: 1997
  Apparent Age: 38
  Physical: Strength 2, Dexterity 3, Stamina 2
  Social: Charisma 4, Manipulation 2, Appearance 3
  Mental: Perception 3, Intelligence 4, Wits 4
  Talents: Acting 1, Alertness 2, Athletics 2, Brawl 1, Empathy 2,
  Leadership 1, Masquerade 3, Subterfuge 2
  Skills: Drive 2, Etiquette 2, Firearms 2, Melee 1, Research 3
  Knowledges: Bureaucracy 2, Computer 2, Finance 1, Forensics 3,
  Linguistics 2, Medicine 4, Politics 1, Sabbat Lore 1, Science 2
  Disciplines: Auspex 2, Dominate 1, Presence 2
  Backgrounds: Clan Prestige 2, Contacts 2, Mentor 5, Resources 3, Status
  1
  Merits/Flaws: Prestigious Sire, Ward
  Virtues: Conscience 4, Self-Control 5, Courage 4
  Humanity: 8
  Willpower: 7
  Blood Pool/Max per Turn: 15/3
  Image: 5’8", 135 lbs. Shoulder-length dark brown hair, greenish
  blue eyes and big glasses. Simple clothes, neat and tidy appearance. <Based
  on the actress Mary O’Connell>
  Roleplaying Hints: A compassionate person, you possess good judgement
  and levelheadedness except when truly frightened (such as when your child is
  kidnapped). Then you lose rationality.
  Background: Kathleen is a very intelligent, compassionate, and
  dedicated individual. She excelled as a doctor at Johns Hopkins. It was this
  sterling record that brought her to the attention of the new prince of
  Baltimore. James, ever the gentleman, offered her the Embrace rather than
  forcing it upon her, but she rejected him. For her, the price was too high, in
  terms of her career and her relationship with Judith, her daughter. James
  might have accepted her choice, but a Sabbat pack chose that moment to attack.
  Kathleen was caught in the crossfire, and died in James’ arms. With a
  whispered apology, he brought her to unlife.
  While still uneasy about her new state, things aren’t as bad as she
  feared. A transfer from Emergency to the Coroner’s office raised few
  eyebrows, and Judith seemed to accept her mother’s story that Mr. Musgrave
  is a British spy, and that she was given a drug that makes her sleep during
  the daytime. <for those who recognize the name, it’s the same character,
  different universe>
  
  Influence: Kathleen has substantial influence over Johns Hopkins, and
  is slowly gaining ground in other medical facilities. She has set up a
  semi-secret private lab facility for disease research without so much red
  tape. Furthermore, she works with the Tremere to maintain a blood bank for the
  Kindred. Her value to the Kindred community was demonstrated when she took
  care of an injured and near-starved neonate brought in from a car accident.
  Haven: Townhouse
  City Secrets: A-
  
  Denys Leconte, Commander of the Order
  
  Sire:
 Henri de la Mans
  Clan: Ventrue
  Nature/Demeanor: Cavalier/Director
  Generation: 10
  Embrace: 1943 (Ghouled 1809)
  Apparent Age: 30
  Physical: Strength 4, Dexterity 3, Stamina 5
  Social: Charisma 5, Manipulation 2, Appearance 4
  Mental: Perception 3, Intelligence 2, Wits 4
  Talents: Acting 2, Alertness 3, Athletics 2, Brawl 3, Empathy 1,
  Intimidation 2, Leadership 3, Masquerade 2, Scrounging 3
  Skills: Demolitions 2, Drive 1, Etiquette 2, Firearms 4, Gambling 2,
  Gunsmithing 1,Melee 2, Repair 1, Security 2, Stealth 3, Traps 1
  Knowledges: Bureaucracy 1, Cryptography 2, Finance 1,
  Linguistics 3, Medicine 1, Military Science (Small Group Tactics) 4, Politics
  2
  Disciplines: Auspex 2, Celerity 2, Dominate 3, Fortitude 2, Potence 2,
  Presence 3
  Backgrounds: Contacts 2, Resources 4, Retainers 2
  Merits/Flaws: Only drink from commoners, Higher Purpose
  Virtues: Conscience 3, Self-Control 5, Courage 5
  Humanity: 6
  Willpower: 7
  Blood Pool/Max per Turn: 13/1
  Image: 6'2". muscular but not overly broad, angular features,
  smouldering blue eyes, 2" scar on right cheek, other scars (blade and
  bullet) all over body.
  Roleplaying Hints: You are a monarchist. The need for a cause to
  believe in has made you throw yourself into the Order. Your pride of place may
  be off-putting to some, but your convictions are solid.
  Background: Leconte was born between 1787 and 1789, somewhere in
  southern France. In 1800 he joined the military, eventually becoming a member
  of the Old Guard. He claims to be ghouled by Henri de la Mans (childe of
  Thomas de Warenne, a knight of Ranulf de Calais) in 1808, along with several
  others of the Guard. He marched on the ill-fated Russian campaign; the other
  ghouls were killed during the retreat from Moscow. He was gravely wounded at
  Waterloo, but recovered and spent the next two decades in the Bordeaux region.
  There is no record of his activities in the intervening time until 1911, when
  he became an officer. In 1916 he became an aide of General Lamarque (it can be
  assumed his domitor was attempting to build influence in the military). During
  a tour of the Front, he and his guide were trapped during a German attack,
  single-handedly rallying a section of trench to halt the enemy assault. A
  month later he was grievously wounded in a munitions accident, and was sent to
  the rear to convalesce. He returned to duty a month before the Armistice.
  He did not join the army during the next war, for unknown reasons. Instead,
  he joined the Maquis, becoming a cell leader in 1940. He claimed that German
  Ventrue tracked down his sire, who Embraced him just before fleeing, and
  Leconte assumes his sire was destroyed (Tremere records indicate this was the
  case). He worked his way to Bordeaux, where he joined the coalition there
  under Prince Delacroix. It is likely Leconte continued to assist the Maquis
  throughout the war.
  Leconte spent much of his time in the Bordeaux region for the next decade,
  building a financial base. In the late 1950’s he strengthened his
  connections with Paris and infiltrated the military and, in the late 1960’s,
  gained some control over the French secret service. He became a security
  advisor to the prince of Paris. An apparent disagreement with the prince
  (regarding Sabbat activity) ultimately led him to return to Bordeaux in 1994.
  Leconte took great interest in the capture of Baltimore and the founding of
  the quasi-military Order of the Crimson Lion. He compare sit to the
  knighthoods of old, including the legendary Round Table.
  An avowed monarchist, Laconte stands very strongly with his prince, even if
  he doesn’t agree with his policies. He is ambitious but loyal, and
  long-running battles against the Sabbat and anarchs seem to back his claims of
  staunch Camarilla support. A romantic streak could be responsible for his
  attraction to serving "higher ideals"; this notion runs strongly
  through his bloodline. A commander of the Order of the Crimson Lion, he
  coordinates most of the organization's operations; he oversees supply and
  training when the prince is off on other duties.
  His tastes run towards "common blood," of middle or lower-class
  individuals who hold neither office nor title.
  
  Todd Matthews
  
  Sire:
 Allan Hall
  Clan: Ventrue
  Nature/Demeanor: Critic/Plotter
  Generation: 10th
  Embrace: 1985
  Apparent Age: 40
  Physical: Strength 3, Dexterity 3, Stamina 3
  Social: Charisma 3, Manipulation 2, Appearance 2
  Mental: Perception 4, Intelligence 3, Wits 5
  Talents: Alertness 4, Athletics 2, Brawl 3, Empathy 1, Leadership 2,
  Masquerade 2, Scan 5, Search 4, Streetwise 3, Subterfuge 2
  Skills: Camouflage 3, Demolitions 5, Disguise 4, Drive 2, Etiquette 2,
  Firearms 4, Gunsmithing 2, Lockpicking 4, Melee 3, Repair 3, Security 5,
  Stealth 3, Survival 2, Traps 3
  
  Knowledges: Computer 2, Criminology 2, Finance 2, Forensics 2,
  Investigation 4, Law 3, Linguistics 2, Politics 1, Science 3,
  Disciplines: Auspex 3, Celerity 2, Dominate 3, Fortitude 3, Obfuscate
  2, Presence 2
  Backgrounds: Clan Prestige 3, Contacts 2, Herd 2, Influence 1,
  Resources 4, Retainers 2, Status 2
  Merits/Flaws:
  Virtues: Conscience 3, Self-Control 4, Courage 5
  Humanity: 6
  Willpower: 7
  Blood Pool/Max per Turn: 13/1
  Image: 5'11", short blonde hair, light build, dark eyes.
  Roleplaying Hints: Very professional while on duty, but listen to
  sports when you can get away with it.
  Background: Todd Matthews was a security consultant, one of the best in
  the east. Diplomats, movie stars CEOs and tycoons used his services. One of
  his clients was so impressed he bought the company. . .
  Influence: Todd threw in with James, and never regretted the decision.
  He oversees the security of the Prince's estates as well as the havens of
  several prominent Kindred in the city. His company also guards government and
  business offices around the city, not to mention the mansions of the elite.
  He's also maneuvering to gain control of several football and baseball teams
  in the eastern US (through several layers of partnerships and corporations, of
  course).
  Haven: A fortress-like Prairie style house.
  City Secrets: B+
  
  Benjamin Mace
  
  Sire:
 Gerald Lester
  Clan: Ventrue
  Nature/Demeanor: Traditionalist/Autocrat
  Generation: 11th
  Embrace: 1957
  Apparent Age: 40
  Physical: Strength 2, Dexterity 2, Stamina 3
  Social: Charisma 3, Manipulation 3, Appearance 2
  Mental: Perception 3, Intelligence 3, Wits 4
  Talents: Acting 2, Alertness 2, Brawl 2, Intimidation 3, Leadership 1,
  Masquerade 3, Scan 3, Streetwise 3, Style 1, Subterfuge 4
  Skills: Drive 3, Etiquette 2, Firearms 3, Melee 1, Police Procedure 3,
  Repair 2, Security 3
  Knowledges: AK: Baltimore 2, Computer 3, Finance 2, Forensics 3,
  Investigation 2, Politics 3, Science 3
  Disciplines: Auspex 2, Celerity 2, Dominate 3, Fortitude 4
  Backgrounds: Clan Prestige 3, Contacts 4, Herd 2, Resources 4,
  Retainers 3, Status 2
  Merits/Flaws: Underworld Ties
  Virtues: Conscience 2, Self-Control 5, Courage 5
  Humanity: 5
  Willpower: 6
  Blood Pool/Max per Turn: 12/1
  Image: 5'5", short, receding black hair, dark eyes. Wears nice,
  expensive suits, and speaks with a Brooklyn accent. Roleplaying Hints:
  Courteous when treated likewise, you can be ruthless when not given proper
  respect. You aren't the least bit politically correct, and creative swearing
  and racial epithets abound when not in polite company.
  Background: Ben Mace, known by everyone simply as "Mr. Mace,"
  is a "cleaner." When a Brujah frenzies all over some mortals, or
  when the Sabbat make a hit, Mace comes in to hide the evidence, or at least
  evidence of supernatural involvement. He has three ghouls: a fixer, a cleaner
  (for day jobs) and a bodyguard.
  Mr. Mace is content to handle the organized crime of Baltimore in peace. In
  return for the prince's "understanding," he keeps the mob quiet, and
  does occasional "cleaning" jobs. <Note: Mace was inspired by Mr.
  Wolf from Pulp Fiction>
  
  Influence: Mace has substantial influence in the Baltimore underworld;
  he essentially controls the local Mafia operations (although he has to compete
  with the Giovanni).
  Haven: Italianate style mansion.
  City Secrets: B-
  
  Dominique
  
  Sire: 
Titus
  Clan: Ventrue
  Nature/Demeanor: Visionary/Deviant
  Generation: 6
  Embrace: 1400's
  Apparent Age: 27
  Physical: Strength 3, Dexterity 3, Stamina 3
  Social: Charisma 5, Manipulation 4, Appearance 4
  Mental: Perception 4, Intelligence 5, Wits 4
  Talents: Acting 3, Alertness 3, Brawl 2, Empathy 4, Expression 5,
  Intimidation 3, Leadership 2, Masquerade 4, Public Speaking 5, Streetwise 3,
  Subterfuge 3
  Skills: Debate 5, Drive 2, Debate 5, Etiquette 4, Firearms 2, Melee 2,
  Music 3, Security 2, Stealth 2, Survival 2
  Knowledges: Academics 5, Camarilla Lore 2, Computer 2, Economics 4,
  Finance 5, Kindred Lore 3, Investigation 2, Linguistics 5, Literature 4,
  Medicine 2, Occult 2, Politics 3, Philosophy 4, Psychology 3, Sabbat Lore 4,
  Science 2, Ventrue Lore 2
  Disciplines: Auspex 6, Celerity 3, Dominate 2, Fortitude 3, Obfuscate
  2, Obtenebration 3, Potence 2, Presence 6
  Backgrounds: Allies 2, Clan Influence 3, Herd 2, Influence 3, Resources
  6, Retainer 1(Unbondable), Elder Status 1, Status 3
  Merits/Flaws: Iron Will, Notorious
  Virtues: Conscience 5, Self-Control 5, Courage 5
  Path of Honorable Accord: 9
  Willpower: 9
  Blood Pool/Max per Turn: 30/6
  Image: 5’7", curly blonde hair to shoulder length, dark blue
  eyes, medium build.
  Roleplaying Hints: You believe in the right for everyone to make their
  own choice. What sets you apart from your fellows is that you also believe
  that everyone accept the consequences for their choices. You will talk
  philosophy 'til the sun comes up, given the chance.
  Background: For Dominique’s pre-Baltimore history, see Children of
  the Inquisition. She grew disenchanted with the excesses of the Sabbat,
  which she saw as no less constraining than the Camarilla (to borrow a phrase:
  "in the Camarilla, Kindred exploits Kindred. In the Sabbat, the reverse
  is true."). In the end, she had no real loyalty to her sect. When James
  Musgrave came to her, she offered information on the condition that when he
  was prince he wouldn't attempt to rule her as a subject. Because he saw in her
  a strong personal code of ethics which would not allow abuse of this freedom,
  he agreed (this is a closely-guarded secret). Now she spends her time in
  elysiums and university halls. She also is carefully cultivating an
  independent young mind which she hopes one time to take as a Childe (this is
  what kept her in Baltimore after she got disgusted with the Sabbat). While she
  formally renounced the Sabbat, she has not officially joined the Camarilla,
  either. Only James is fully aware of this. She doesn't follow the Traditions
  per se, but instead follows her own personal code of ethics, which can
  ultimately be boiled down to two points: Freedom (to do as you will) and
  Responsibility (to take the consequences of your actions). Thus far, her
  actions have not come into serious conflict with the Traditions. She has
  already made it clear to the prince that she feels no need to ask permission
  to create progeny, for example, but it is assumed that she will hold herself
  accountable for any problems the childe brings.
  Haven: A Tudor house on parkland just outside town
  Influence: For a Ventrue of her age, Dominique wields surprisingly
  little direct political or economic influence in the mortal world. Education
  and organizations for free speech and free thinking benefit considerably from
  her contributions, however.
  City Secrets: A