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{{State
{{State
|name=Fleaspark Union
| name = Fleaspark Union
|capital=Boomcradle
| capital = Brightcrawl
| located in = Western Continent
| located in = Western Continent
|population=
| population = 5800000
|geography=
| geography = Fleaspark Union is a fragmented, heavily altered landscape built atop the remains of collapsed civilizations, failed experiments, and abandoned resonance infrastructure. Its terrain is an uneven mosaic of scrap plains, half-buried arcologies, jury-rigged bridges, and drifting districts tethered by cables and improvisation. Rivers are redirected through scavenged conduits, wetlands are electrified by runoff, and entire neighborhoods are dismantled and rebuilt elsewhere within a generation. Nothing here is meant to last.
Storm-swept steppes along the northern shores of the Sea of Lir, bound to rocky uplands and wetland deltas. To the south lie the lights of Gravenreach across the water; to the southeast, trade roads run toward Lexharrow; to the west, spark caravans hug the frontier of Scorval.
| people_and_culture = Fleaspark is home to inventors, scavengers, tinker-clans, smugglers, and opportunists of every ancestry. Humans, Halflings, Earthkin, Ribbets, Orcs, and Infernis dominate the population, with others drawn by the promise of reinvention. Culture prizes adaptability, cleverness, and speed over tradition. Reputation matters, but permanence does not. Failure is expected. Survival is optional but admired.
|people_culture=
| hazards = Resonance Feedback Loops; Prototype Failures; Griefglass Overload; Structural Collapse; Scrapstorms; Echo Constructs; and Identity Drift.
A confederation of caravans, workshops, and guilds driven by invention, volatility, and creative rivalry. Goblins and Gnomes dominate spark-guilds, with Humans and Halflings joining caravans for shares in their explosive prosperity. Progress is measured in prototypes and failures-as-lessons.
| landmarks = [[Brightcrawl]]; [[The Breakyard]]; [[The Fracture Market]]; [[The Driftworks]]
|hazards=
| other_settlements = Emberbank; Glassgear; Sparkmire; Thunderhead Reach
Sparkstorms, invention duels, boomwright fireworks battles, patent tollhouses, chain-reaction nitrate detonations, hydraulic backflow ghosts, logic cascades, sky-burst lightning storms, and the civic requirement that every visitor submit a new invention or risk being branded Rustless.
| coords = 12.4455,56.8020
|landmarks=The Five Anchor-Cities of Fleaspark
|other_settlements=[[Emberbank]]; [[Glassgear]]; [[Sparkmire]]; [[Thunderhead Reach]]
|coords=
}}
}}


{{#ask:
= Fleaspark Union =
[[Has entity type::Settlement]]
[[Located in state::Fleaspark Union]]
|?Has population
|format=ul
|headers=hide
|mainlabel=-
}}


'''Fleaspark Union''' is ''“Rain, rum, and reckless brilliance stitched to a storm-green coast.”''  Sprawled across the northern shores of the Sea of Lir, the Union thrives where storm-swept steppes meet rocky uplands. To the south, [[Gravenreach]]’s lights shimmer across the water; to the southeast, roads run toward [[Lexharrow]]’s codices; to the west, spark caravans skirt the blighted frontier of [[Scorval Blight]].
== Overview ==
Fleaspark Union is a state that rejects the lie of permanence. Where other nations build to endure, Fleaspark builds to work once. This is a land of second chances, third iterations, and catastrophic failures that become tomorrow’s raw materials. Innovation here is not a process. It is a reflex.


It is not a kingdom but a confederation of caravans, workshops, and guilds bound only by the relentless drive to invent first and regulate later. Explosions are as common as festivals. Prototypes travel by caravan across uplands: resonance kites, galvanic wheels, boom-powder engines. These are bartered for food, metal, or lawstone. Nothing here is stable; everything is brilliant.
Resonance behaves unpredictably in Fleaspark, reacting violently to novelty and improvisation. Devices often function brilliantly on first use, then mutate, explode, or awaken. This volatility has made Fleaspark both indispensable and dangerous to the rest of Velthuryn. If something impossible needs to exist, Fleaspark will make it. Whether it should exist is a separate question.
 
The Union’s motto is clear: '''“If it doesn’t blow up, it isn’t progress.”'''


== Geography ==
== Geography ==
The Fleaspark Union spans the wind-lashed uplands north of the Sea of Lir. Its terrain mixes storm-beaten steppes, volatile wetlands, marsh forges, nitrate-laced foothills, and cliffside sky-docks. Caravans traverse spark-mines, upland forges, resonance fields, and humid steamworks that skirt the marshlands.
Fleaspark occupies a broad region of reclaimed ruins and artificial terrain on the eastern continent. The land has been reshaped so thoroughly that natural geography is difficult to identify. Former riverbeds are rerouted through scrap channels, while old cities are dismantled for parts and rebuilt as mobile or semi-mobile districts.


Storm cycles from Solivar and crosswinds from the Bangrave Sea feed frequent sparkstorms (electrical chain-reactions triggered when heat builds nitrate haze over the plains).
During longbright, the Union glints with reflected Solivar-light from exposed metal, glass, and crystal arrays. During deepglow, unstable generators, bioluminescent leaks, and griefglass reactors bathe the land in erratic color, making the horizon flicker and crawl.


== People & Culture ==
== People & Culture ==
The Union is a culture of makers, duelists, smugglers, and wildly competitive inventors.
Fleaspark society is fast, loud, and unapologetically unstable.
 
'''Humans''' — Brokers, engineers, deal-makers, and charismatic fixers.
 
'''Halflings''' — Tinker-leaders, smugglers, and logistics specialists.
 
'''Earthkin''' — Structural salvagers and heavy rebuild crews.
 
'''Ribbets''' — Fluid-system engineers and power recyclers.
 
'''Orcs''' — Enforcers, haulers, and demolition experts.
 
'''Infernis''' — Heat technicians and volatile forge-runners.
 
Names, affiliations, and even identities change frequently. Long-term planning is viewed as aspirational at best.
 
== Governance & the Union ==
Fleaspark Union is governed by necessity rather than ideology. Authority emerges only when widespread failure threatens everyone.
 
=== Capital — Brightcrawl ===
Brightcrawl is the Union’s primary city and beating heart: a sprawling, low-slung metropolis that slowly migrates across the landscape as sections are dismantled, replaced, or dragged elsewhere. Streets crawl, buildings slide, and power lines reroute themselves daily. Brightcrawl serves as Fleaspark’s main trade hub, arbitration ground, and cultural center.
 
The Fracture Market, located at Brightcrawl’s core, never closes. It trades in prototypes, half-finished inventions, stolen ideas, and miracles with expiration dates. No law in Brightcrawl lasts longer than the problem it was written to solve.
 
== Major Cities of Fleaspark Union ==
 
=== Emberbank ===
A forge-city built along redirected lava channels and industrial heat vents. Emberbank specializes in metallurgy, embersteel production, and griefglass-resistant alloys. Infernis influence is strongest here.
 
=== Glassgear ===
A vertical city of rotating towers, lenses, and clockwork infrastructure. Glassgear focuses on precision devices, optics, resonance measurement tools, and experimental timekeeping.
 
=== Sparkmire ===
A wetland city built on pylons and floating platforms amid electrically charged marshes. Sparkmire is known for bio-tech, fluid engines, and dangerous hybrid experimentation where organic and mechanical systems blur.
 
=== Thunderhead Reach ===
A high-elevation settlement anchored beneath persistent storm cells. Thunderhead Reach harvests atmospheric energy, tests storm-reactive devices, and attracts Echo phenomena born from overcharged experiments.
 
== Hazards & Experimental Threats ==
Failure is Fleaspark’s most abundant export:
 
Resonance Feedback Loops — Runaway reactions between magic and machinery.
 
Prototype Failures — First-use miracles that collapse catastrophically.
 
Griefglass Overload — Emotional detonation caused by unshielded griefglass.
 
Structural Collapse — Buildings failing mid-occupation.
 
Scrapstorms — Weather systems carrying metal debris and charged dust.


=== War-Skiffs - the “The Roaring Tincats” ===
Echo Constructs — Semi-sentient machines repeating failed designs.
'''Design''' - Narrow catamaran hulls of bone-resin and riveted tin; steam-turbine fans fold under retractable thunder-sails.


'''Roles'''- Raid-Runs up the Tarkhos coast for embersteel slag; Flashtrade dashes to Aurex, swapping crate-loads of flashpowder for precision logic gears; and Regatta Contracts, city-states wager patents on yearly skiff races around the peninsula.
Identity Drift — Psychological instability caused by constant reinvention.


'''Tactics''' – Skiffs launch torpedoes that release blinding aurora rather than shrapnel, ideal for hit-and-vanish sabotage.
== Economy & Exchange ==
Fleaspark trades in innovation, salvage, weaponized ideas, and experimental solutions. Exports include unstable but powerful devices, reverse-engineered relics, jury-rigged vehicles, and resonance amplifiers. Many states rely on Fleaspark technology while publicly condemning it.


'''Crew''' – 6–12 crew (usually goblins or halflings) plus a “Boomwright” responsible for the Kaboom Log (a journal of successful explosions; failures are crossed out with pride).
== Relations & Reputation ==


=== Other Culture ===
Nokhul Vale — Constant downstream recipient of Fleaspark mistakes.
'''Goblin''' sparkwrights dominate the civic and political landscape, treating invention as both governance and ritual.  '''Gnomes''' serve as precision engineers, often the only moderating force amid chaos.  '''Ribbets''' crew hydraulic mills and barges, preventing the damp cityworks from drowning.  '''Clanks''' maintain iteration law and archive invention metadata in the Logic Yards.  '''Drakona''' exiles labor in forges and sabotage crews, wielding molten strength and outlaw ingenuity.  '''Others:''' Dwarves, Humans, Simiah arrive as brokers and adventurers, but few stay long.


Every outsider must submit a new invention, however trivial, or risk being branded '''Rustless''', forbidden from workshops, food stalls, and ferries.
Aeterron — Source of raw materials and high-risk testing grounds.


== Hazards ==
Tarkhos Dominion — Frequent disputes over contracts and broken terms.
Fleaspark is a land where invention itself is hazardous.


* '''Patent Tollhouses''' – Visitors must present a demonstration invention or pay creativity tariffs.
The Bastion of Aurex — Open hostility over suppression laws and confiscations.
* '''Boomwright Duels''' – Civic disputes escalate into fireworks battles judged for brilliance and volume.
* '''Sparkstorms''' – Heat-ignited nitrate haze detonates across uplands without warning.
* '''Guest Sparks''' – Hosts demand visitors share a failed idea; refusal marks you “Patentless.”
* '''Backflow Ghosts''' – Drowned inventors echo through hydro-labs in [[Sparkmire]].


== Landmarks and Key Locations ==
Fleaspark is viewed as irresponsible, necessary, and impossible to shut down.
The Five Anchor-Cities


'''[[Boomcradle]]:''' The Founding Spark
== Ancestry Distribution ==
=== Predominant ===


'''[[Emberbank]]:''' The Forge-on-Sea
Humans, Halflings, Earthkin


'''[[Glassgear]]:''' The Tinker’s Labyrinth
=== Significant Minorities ===


'''[[Sparkmire]]:''' The Wetworks
Ribbets, Orcs, Infernis


'''[[Thunderhead Reach]]:''' The Skyforge Citadel
=== Transient Populations ===


== Hospitality & Dangers to Outsiders ==
Fixers, smugglers, mercenaries, inventors, and fugitives
* '''Patent Tollhouses:''' Every caravan stop demands a demonstration invention.
* '''Smuggling as Civic Hobby:''' Customs accept new invention ideas instead of fines.
* '''Guest Sparks:''' Visitors must share a failed prototype or suffer social exile.


Hospitality is enthusiastic but perilous. Guests are often strapped to rockets, jet-sleds, or test rigs “for scientific purposes.”
== Fauna & Constructs of Fleaspark ==


== Ancestries ==
Scrap Scuttlers — Metal-adapted scavengers.


=== Goblins (Predominant) ===
Sparkwasps — Insects feeding on residual energy.
Civic inventors, duelists, reckless geniuses; dominate Patent Duels and spark-guilds.


=== Ribbets (Integrated Minority) ===
Junk Golems — Accidental constructs animated by resonance.
Hydraulic engineers and barge pilots; vital to [[Sparkmire]]’s survival.


=== Clanks (Specialist Guilds) ===
Echo Drones — Machines repeating failed directives.
Law-archivists of invention; maintain Logic Yards.


=== Drakona (Exiled Oath-Breakers) ===
Patchbeasts — Hybrid organisms altered by repeated experimentation.
Essential forge-labor and volatile gang muscle.


=== Others (Transient) ===
== Failure, Reinvention, and Survival ==
Humans, Dwarves, Simiah drift through as patent-seekers or adventurers; few remain long-term.
In Fleaspark Union, failure is not shameful. It is currency. What matters is how quickly you adapt, how much you learn before everything breaks, and whether you are clever enough to still be standing when the sparks fade. Fleaspark does not promise safety or memory. It promises opportunity, and then dares you to survive it.

Latest revision as of 23:24, 13 January 2026

Fleaspark Union
Capital Brightcrawl
Located in Western Continent
Population 5,800,000
Landmarks Brightcrawl; The Breakyard; The Fracture Market; The Driftworks
Settlements Emberbank; Glassgear; Sparkmire; Thunderhead Reach
Factions
Coordinates 12.4455,56.8020
Campaigns Stop The Boomwright!



Fleaspark Union

Overview

Fleaspark Union is a state that rejects the lie of permanence. Where other nations build to endure, Fleaspark builds to work once. This is a land of second chances, third iterations, and catastrophic failures that become tomorrow’s raw materials. Innovation here is not a process. It is a reflex.

Resonance behaves unpredictably in Fleaspark, reacting violently to novelty and improvisation. Devices often function brilliantly on first use, then mutate, explode, or awaken. This volatility has made Fleaspark both indispensable and dangerous to the rest of Velthuryn. If something impossible needs to exist, Fleaspark will make it. Whether it should exist is a separate question.

Geography

Fleaspark occupies a broad region of reclaimed ruins and artificial terrain on the eastern continent. The land has been reshaped so thoroughly that natural geography is difficult to identify. Former riverbeds are rerouted through scrap channels, while old cities are dismantled for parts and rebuilt as mobile or semi-mobile districts.

During longbright, the Union glints with reflected Solivar-light from exposed metal, glass, and crystal arrays. During deepglow, unstable generators, bioluminescent leaks, and griefglass reactors bathe the land in erratic color, making the horizon flicker and crawl.

People & Culture

Fleaspark society is fast, loud, and unapologetically unstable.

Humans — Brokers, engineers, deal-makers, and charismatic fixers.

Halflings — Tinker-leaders, smugglers, and logistics specialists.

Earthkin — Structural salvagers and heavy rebuild crews.

Ribbets — Fluid-system engineers and power recyclers.

Orcs — Enforcers, haulers, and demolition experts.

Infernis — Heat technicians and volatile forge-runners.

Names, affiliations, and even identities change frequently. Long-term planning is viewed as aspirational at best.

Governance & the Union

Fleaspark Union is governed by necessity rather than ideology. Authority emerges only when widespread failure threatens everyone.

Capital — Brightcrawl

Brightcrawl is the Union’s primary city and beating heart: a sprawling, low-slung metropolis that slowly migrates across the landscape as sections are dismantled, replaced, or dragged elsewhere. Streets crawl, buildings slide, and power lines reroute themselves daily. Brightcrawl serves as Fleaspark’s main trade hub, arbitration ground, and cultural center.

The Fracture Market, located at Brightcrawl’s core, never closes. It trades in prototypes, half-finished inventions, stolen ideas, and miracles with expiration dates. No law in Brightcrawl lasts longer than the problem it was written to solve.

Major Cities of Fleaspark Union

Emberbank

A forge-city built along redirected lava channels and industrial heat vents. Emberbank specializes in metallurgy, embersteel production, and griefglass-resistant alloys. Infernis influence is strongest here.

Glassgear

A vertical city of rotating towers, lenses, and clockwork infrastructure. Glassgear focuses on precision devices, optics, resonance measurement tools, and experimental timekeeping.

Sparkmire

A wetland city built on pylons and floating platforms amid electrically charged marshes. Sparkmire is known for bio-tech, fluid engines, and dangerous hybrid experimentation where organic and mechanical systems blur.

Thunderhead Reach

A high-elevation settlement anchored beneath persistent storm cells. Thunderhead Reach harvests atmospheric energy, tests storm-reactive devices, and attracts Echo phenomena born from overcharged experiments.

Hazards & Experimental Threats

Failure is Fleaspark’s most abundant export:

Resonance Feedback Loops — Runaway reactions between magic and machinery.

Prototype Failures — First-use miracles that collapse catastrophically.

Griefglass Overload — Emotional detonation caused by unshielded griefglass.

Structural Collapse — Buildings failing mid-occupation.

Scrapstorms — Weather systems carrying metal debris and charged dust.

Echo Constructs — Semi-sentient machines repeating failed designs.

Identity Drift — Psychological instability caused by constant reinvention.

Economy & Exchange

Fleaspark trades in innovation, salvage, weaponized ideas, and experimental solutions. Exports include unstable but powerful devices, reverse-engineered relics, jury-rigged vehicles, and resonance amplifiers. Many states rely on Fleaspark technology while publicly condemning it.

Relations & Reputation

Nokhul Vale — Constant downstream recipient of Fleaspark mistakes.

Aeterron — Source of raw materials and high-risk testing grounds.

Tarkhos Dominion — Frequent disputes over contracts and broken terms.

The Bastion of Aurex — Open hostility over suppression laws and confiscations.

Fleaspark is viewed as irresponsible, necessary, and impossible to shut down.

Ancestry Distribution

Predominant

Humans, Halflings, Earthkin

Significant Minorities

Ribbets, Orcs, Infernis

Transient Populations

Fixers, smugglers, mercenaries, inventors, and fugitives

Fauna & Constructs of Fleaspark

Scrap Scuttlers — Metal-adapted scavengers.

Sparkwasps — Insects feeding on residual energy.

Junk Golems — Accidental constructs animated by resonance.

Echo Drones — Machines repeating failed directives.

Patchbeasts — Hybrid organisms altered by repeated experimentation.

Failure, Reinvention, and Survival

In Fleaspark Union, failure is not shameful. It is currency. What matters is how quickly you adapt, how much you learn before everything breaks, and whether you are clever enough to still be standing when the sparks fade. Fleaspark does not promise safety or memory. It promises opportunity, and then dares you to survive it.