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| dnd [2024/12/19 22:48] – [The Nations of Arkadia] corran | dnd [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, | 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, | ||
| - | 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, | + | 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, |
| 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, | 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, | ||
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| ===== The Nations of Arkadia ===== | ===== The Nations of Arkadia ===== | ||
| * [[dnd: | * [[dnd: | ||
| - | * The Collective | + | * [[dnd: |
| - | * Jakaru | + | * [[dnd: |
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| + | ===== Major Cities ===== | ||
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| ===== The People of Arkadia ===== | ===== The People of Arkadia ===== | ||
| The inhabitants of Arkadia form a society that is strikingly homogeneous, | The inhabitants of Arkadia form a society that is strikingly homogeneous, | ||
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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. | ||
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| + | ===== Domains of Magic ===== | ||
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| + | 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. | ||
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| + | 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, | ||
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| + | The domains of magic—each overseen by a dedicated house—are carefully delineated to prevent overlap and ensure accountability. These domains include: | ||
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| + | 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. | ||
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| + | ===== Airship rules ===== | ||
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| + | [[dnd: | ||
dnd.1734677331.txt.gz · Last modified: 2024/12/19 22:48 by corran
