Fleaspark Union: Difference between revisions
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{{State | {{State | ||
| name = Fleaspark Union | |||
| capital = Brightcrawl | |||
| located in = Western Continent | |||
| population = 5800000 | |||
| 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. | |||
| 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. | |||
| hazards = Resonance Feedback Loops; Prototype Failures; Griefglass Overload; Structural Collapse; Scrapstorms; Echo Constructs; and Identity Drift. | |||
| landmarks = [[Brightcrawl]]; [[The Breakyard]]; [[The Fracture Market]]; [[The Driftworks]] | |||
| other_settlements = Emberbank; Glassgear; Sparkmire; Thunderhead Reach | |||
| coords = 12.4455,56.8020 | |||
}} | }} | ||
= 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 == | == 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 == | == People & Culture == | ||
The Union is | 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. | |||
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.

