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dnd [2024/12/19 22:35] – created corrandnd [2025/09/14 12:22] (current) corran
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 The geopolitical landscape reflects the unique interplay of magic and governance. Instead of sprawling nations defined by rigid borders, the world is organized around powerful city-states. Each city-state is ruled by a governing body closely tied to a dominant magical house, with the seat of power for that house residing within the city. The outlying rural areas are loosely affiliated with the nearest city-state, but their strategic value is often minimal, resulting in little meaningful oversight. In a world that has not seen large-scale warfare for centuries, disputes are resolved through courtrooms rather than battlefields. The focus of governance lies in patrolling and managing key assets—towns, farms, and people—rather than enforcing territorial boundaries. The geopolitical landscape reflects the unique interplay of magic and governance. Instead of sprawling nations defined by rigid borders, the world is organized around powerful city-states. Each city-state is ruled by a governing body closely tied to a dominant magical house, with the seat of power for that house residing within the city. The outlying rural areas are loosely affiliated with the nearest city-state, but their strategic value is often minimal, resulting in little meaningful oversight. In a world that has not seen large-scale warfare for centuries, disputes are resolved through courtrooms rather than battlefields. The focus of governance lies in patrolling and managing key assets—towns, farms, and people—rather than enforcing territorial boundaries.
  
-Above this patchwork of city-states stands the nominal authority of the Imperium. The Imperium does not claim extensive lands; its dominion is limited to the Imperial City and the grand plateau upon which it stands. Yet its influence is profound. Acting as a supercharged version of NATO, the Imperium provides peacekeeping forces and infrastructure support to all nations. With unmatched military might and the contributions of all city-states, the Imperium ensures a fragile balance of power and stability across the land.+Above this patchwork of city-states stands the nominal authority of the Imperium. The Imperium does not claim extensive lands; its dominion is limited to the Imperial City and the grand plateau upon which it stands. Yet its influence is profound. Acting as the sole standing army, the Imperium provides peacekeeping forces and infrastructure support to all nations. With unmatched military might and the contributions of all city-states, the Imperium ensures a fragile balance of power and stability across the land.
  
 Exceptions to this city-state paradigm exist. In the untamed northern regions, the Free States have formed a traditional federation of unified territories. These states pride themselves on a rugged independence, maintaining a way of life less entangled with magical governance. Meanwhile, along the coast, the sprawling metropolis of Jakaruku dominates the region. Centered around Tidehaven, a vast coastal hub brimming with trade and innovation, Jakaruku operates under a hierarchical system that intertwines strict capitalism with social obligations. Its citizens believe in fulfilling their roles within society, with the promise that anyone can rise to the top through hard work and ingenuity. Tidehaven’s skyline is a testament to its ambition, featuring towering spires and intricate canals powered by both technological ingenuity and magical artifacts. In Jakaruku, the tension between magic and emerging technology is at its sharpest, creating a unique cultural dynamic where innovation challenges tradition. Exceptions to this city-state paradigm exist. In the untamed northern regions, the Free States have formed a traditional federation of unified territories. These states pride themselves on a rugged independence, maintaining a way of life less entangled with magical governance. Meanwhile, along the coast, the sprawling metropolis of Jakaruku dominates the region. Centered around Tidehaven, a vast coastal hub brimming with trade and innovation, Jakaruku operates under a hierarchical system that intertwines strict capitalism with social obligations. Its citizens believe in fulfilling their roles within society, with the promise that anyone can rise to the top through hard work and ingenuity. Tidehaven’s skyline is a testament to its ambition, featuring towering spires and intricate canals powered by both technological ingenuity and magical artifacts. In Jakaruku, the tension between magic and emerging technology is at its sharpest, creating a unique cultural dynamic where innovation challenges tradition.
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 ===== The Nations of Arkadia ===== ===== The Nations of Arkadia =====
-  * The Jazel Empire +  * [[dnd:jazel|The Jazel Empire]] 
-  * The Collective +  * [[dnd:the_collective|The Collective]] 
-  * Jakaru+  * [[dnd:jakaru|Jakaru]] 
 + 
 +===== Major Cities ===== 
 +  * [[dnd:jazel:arbor|Arbor : City of Verdancy & Necromancy]] 
 +  * [[dnd:jazel:beacon|Beacon: City of Light, Illusion, Evocation & Fire]] 
 +  * [[dnd:jazel:somewhere|Somewhere: City of Mysticism, Divination, & Conjuration]] 
 +  * [[dnd:jazel:swallow|Swallow: City of Wind & Enchantment]] 
 +  * [[dnd:helm_hold|Helmhold : Capital of The Collective, City of Stone & Abjuration]] 
 +  * [[dnd:jakaru:tidehaven|Tidehaven : City of Water & Alteration]] 
 ===== The People of Arkadia ===== ===== The People of Arkadia =====
 The inhabitants of Arkadia form a society that is strikingly homogeneous, where race rarely determines one’s station, influence, or treatment. This cultural integration stems from a deep-rooted belief in the interconnectivity of all beings, shaped by the magic that binds their world. Aligning too selectively with one’s own race is considered both archaic and socially taboo, a notion reinforced by the conviction that magic itself transcends physical differences. To overly limit one’s associations is seen as an affront to the unifying principles of the magical houses that govern Arkadian life. The inhabitants of Arkadia form a society that is strikingly homogeneous, where race rarely determines one’s station, influence, or treatment. This cultural integration stems from a deep-rooted belief in the interconnectivity of all beings, shaped by the magic that binds their world. Aligning too selectively with one’s own race is considered both archaic and socially taboo, a notion reinforced by the conviction that magic itself transcends physical differences. To overly limit one’s associations is seen as an affront to the unifying principles of the magical houses that govern Arkadian life.
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 Yet, the greatest source of societal tension lies within the growing divide between the magical elite and the ungifted. Those born without magical talent—referred to as the ungifted—struggle to find their place in a society so deeply entrenched in magical power. While the ungifted are not ostracized, they are often relegated to the periphery of influence, unable to ascend the ranks of the houses or fully participate in the grand competitions that define Arkadian culture. As technology advances, some ungifted individuals have found solace in industrial innovation, creating tools and systems that mimic magical effects. This burgeoning technological class challenges the supremacy of the magical elite, sowing seeds of discontent and raising questions about the future balance of power. Yet, the greatest source of societal tension lies within the growing divide between the magical elite and the ungifted. Those born without magical talent—referred to as the ungifted—struggle to find their place in a society so deeply entrenched in magical power. While the ungifted are not ostracized, they are often relegated to the periphery of influence, unable to ascend the ranks of the houses or fully participate in the grand competitions that define Arkadian culture. As technology advances, some ungifted individuals have found solace in industrial innovation, creating tools and systems that mimic magical effects. This burgeoning technological class challenges the supremacy of the magical elite, sowing seeds of discontent and raising questions about the future balance of power.
  
 +
 +
 +===== Domains of Magic =====
 +
 +Magic in Arkadia is strictly governed, with the oversight and regulation of its use entrenched in the structure of the magical houses. Each house holds dominion over a specific domain of magic, serving as both gatekeeper and steward to ensure its responsible application across industries and society. These houses not only regulate the training of magic but also oversee its use for industrial purposes, acting as cultural and political centers that shape the way magic integrates with Arkadian life.
 +
 +Practitioners of advanced magical means are generally aligned with the house corresponding to their chosen branch of magic. While this alignment is not legally required, the social ramifications for remaining unaffiliated can be severe. Independent practitioners often face significant challenges, including limited access to advanced magical resources, diminished opportunities for collaboration, and outright ostracization by the broader magical community. For most, the support of a house is essential to pursuing a meaningful and impactful career in magic.
 +
 +The domains of magic—each overseen by a dedicated house—are carefully delineated to prevent overlap and ensure accountability. These domains include:
 +
 + **Wind / Enchantment:** Governed by the House of Travel, this domain encompasses all magic related to movement, communication, and the manipulation of air. Wind magic powers transportation networks and advanced communication tools, making it indispensable for trade and diplomacy.
 +
 + **Verdancy / Necromancy:** The House of Growth presides over this domain, combining life magic with the careful management of death. It includes agriculture, environmental magic, and necromantic practices that sustain the balance of life cycles.
 +
 + **Light / Illusion / Fire / Evocation:** The House of Illumination oversees this brilliant and dramatic domain. It includes energy production, entertainment magic, and powerful evocation spells used in warfare and industry.
 +
 + **Mystical / Divination / Shadow / Conjuration:** Managed by the House of Knowing, this domain delves into the ethereal, with magic focused on knowledge, foresight, and the summoning of entities and objects. It plays a critical role in research and intelligence.
 +
 + **Water / Alteration:**: The House of Waves controls the vital water management and transformation magic. Their mastery of water and alteration magic allows them to manage a city’s extensive plumbing, and greatly influence maritime trade. The House is also involved in alchemy and potion brewing, using their knowledge of transformation magic to create valuable elixirs and substances.
 +
 + **Stone / Abjuration:** The House of Building is the backbone of Helmhold, overseeing all aspects of construction, architecture, and defense. Their mastery of stone and abjuration magic allows them to build the city’s fortifications, structures, and infrastructure, ensuring that Helmhold remains strong and resilient. The House also plays a key role in the city’s mining and metallurgy industries, producing the materials needed for construction and crafting powerful magical wards and barriers.
 +
 +Strict regulations govern the use of magic on an industrial scale or in ways that could disrupt societal equilibrium. The magical houses enforce these rules rigorously, with violators subject to severe penalties, including magical censure or exile. These regulations aim to prevent the misuse of magic while maintaining the delicate balance between the houses and the growing influence of industrial technology.
 +
 +===== Airship rules =====
 +
 +[[dnd:airship|Airship Combat System]]
  
dnd.1734676518.txt.gz · Last modified: 2024/12/19 22:35 by corran

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