society:balance

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society:balance [2017/03/13 21:17] – [Relationship with Others] mooglesociety:balance [2017/05/19 20:04] (current) – [The King's Word] moogle
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 ==== The Four Kindoms ==== ==== The Four Kindoms ====
  
-  * ** The Valley Kingdom - Vadral ** - Vadral is the second most accessible of the four kingdoms, but the most well known. They work on a classical monarchy, with a royal family and then nobles that marry into the royal family to produce heirs and help rule the different territories. Their capital is located in a plateau situated in an even bigger valley. Their citizens have all gene-modded to be more catlike. The national magical talent produces soul-beings tied to their casters called Forces. +  * ** The Valley Kingdom - [[culture/Balance/Vadral|Vadral]] ** - Vadral is the second most accessible of the four kingdoms, but the most well known. They work on a classical monarchy, with a royal family and then nobles that marry into the royal family to produce heirs and help rule the different territories. Their capital is located in a plateau situated in an even bigger valley. Their citizens have all gene-modded to be more catlike. The national magical talent produces soul-beings tied to their casters called Forces. 
-  * ** The Forest Kingdom - Felsal ** - Felsal is a very isolated kingdom. Their rule is one of force, with the "royal family" picking and choosing their mates as they please, and keeping a very tight grip on their kingdom's affairs. Their capital is located in a foggy tree-city amidst a forest of massive trees. Their citizens have all gene-modded to be more foxlike.  The national magical talent produces combat-eidolons that allow themselves to be wielded or worn by their caster. +  * ** The Forest Kingdom - [[culture/Balance/Felsal|Felsal]] ** - Felsal is a very isolated kingdom. Their rule is one of force, with the "royal family" picking and choosing their mates as they please, and keeping a very tight grip on their kingdom's affairs. Their capital is located in a foggy tree-city amidst a forest of massive trees. Their citizens have all gene-modded to be more foxlike.  The national magical talent produces combat-eidolons that allow themselves to be wielded or worn by their caster. 
-  * ** The Archipelago Kingdom - Sothal ** - Sothal is a sunny, friendly kingdom located in the tropics - the easiest to get to and get around in. Theirs is a fractured monarchy, with many city-states ruled by individual monarchs, and one high king to rule them all. Their capital is located in a large cove flanked by a dormant volcano-mountain. Their citizens have all gene-modded to be more wolflike. Their national magical talent is malleable darkness manifestation, allowing them to produce many beautiful crafts out of what appears to be solid darkness. +  * ** The Archipelago Kingdom - [[culture/Balance/Sothal|Sothal]] ** - Sothal is a sunny, friendly kingdom located in the tropics - the easiest to get to and get around in. Theirs is a fractured monarchy, with many city-states ruled by individual monarchs, and one high king to rule them all. Their capital is located in a large cove flanked by a dormant volcano-mountain. Their citizens have all gene-modded to be more wolflike. Their national magical talent is palpable shadowmancy, allowing them to produce many beautiful crafts out of what appears to be solid darkness. 
-  * ** The Mound Kingdom - Lynval ** - Lynval is a quiet nation located in warrenlike tunnels. Theirs is an councillary monarchy, with a council of rulers to guide them through thought-magic. Their capital is located in a cavern-network lit by glowingliving flora. Their citizens have all gene-modded to be more rabbitlike. Their national magical talent is hardlight manifestation, allowing them to build vessels and buildings out of solid "light".+  * ** The Mound Kingdom - [[culture/Balance/Lynval|Lynval]] ** - Lynval is a quiet nation located in warrenlike tunnels. Theirs is an councillary monarchy, with a council of rulers to guide them through thought-magic. Their cities are located in massive cavesfilled to the brim with golden glowing buildings. Their citizens have all gene-modded to be more rabbitlike. Their national magical talent is light manifestation known as lucemancy, allowing them to build vessels and buildings out of solid "light".
   * ** The Control Center - Stasis Station ** - Stasis Station is the odd one out. It has no government of its own, just a coalition force from the Four Kingdoms to help maintain and control the place. Stasis was once the control center of the corporation running Balance's project, but was long since abandoned. Nowadays, it has been repurposed to be an immi/emigration control center. Nobody gets on or off the planet without going through Stasis Station, as only specifically licensed vessels have permission to fly through the atmosphere.   * ** The Control Center - Stasis Station ** - Stasis Station is the odd one out. It has no government of its own, just a coalition force from the Four Kingdoms to help maintain and control the place. Stasis was once the control center of the corporation running Balance's project, but was long since abandoned. Nowadays, it has been repurposed to be an immi/emigration control center. Nobody gets on or off the planet without going through Stasis Station, as only specifically licensed vessels have permission to fly through the atmosphere.
   * ** The Prison - Scale Complex ** - Scale Complex is located on one of Balance's two moons. It was previously an attempt to terraform the moon, but the facility had only just finished construction when Balance was abandoned. Nowadays, the very dark and depressing building is used as a prison for criminals who break international code.   * ** The Prison - Scale Complex ** - Scale Complex is located on one of Balance's two moons. It was previously an attempt to terraform the moon, but the facility had only just finished construction when Balance was abandoned. Nowadays, the very dark and depressing building is used as a prison for criminals who break international code.
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     * ** Carmine ** - Has ten pips. A full charge can power a 2 bedroom house for 50 days.     * ** Carmine ** - Has ten pips. A full charge can power a 2 bedroom house for 50 days.
 ===== Relationship with Others ===== ===== Relationship with Others =====
-The Balance Coalition maintains a very isolationist perspective on interstellar affairs and conducts little more than a few standard trade routes between neighboring systems. Their general goal is "gain boons without giving any" in their dealings. One key element of this are the Arbiters, the group of trained diplomats used to settle internal affairs - but by lending them to other nations they can get a decent exterior cash flow for very little extra investment.+The Balance Coalition maintains a very isolationist perspective on interstellar affairs and conducts little more than a few standard trade routes between neighboring systems. Their general goal is "gain boons without giving any" in their dealings. One key element of this are the Arbiters, the group of trained diplomats used to settle internal affairs - but by lending them to other nations they can get a decent exterior cash flow for very little extra investment. Interstellar conduct is only performed through Stasis.
  
-==== The King's Word ==== 
  
 ===== Defence and Judiciary ===== ===== Defence and Judiciary =====
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