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City States of Man (Oasis)

Apr 1st, 2015
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  1. Oasis Civilizations:
  2. The desert world is divided into seven city states, each with own code of honor and conduct. In the old days, City states banded together and relied on each other instead of being independent. However, things have changed and dark winds are on the horizon.
  3. Magic is different for each member of the oasis society because each city was built on a different magical energy leyline. These hubs effect the magic governed in each city
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  5. Arcadia: a neutral city state, this place was created with the express purpose of agriculture. Because of how hard it is to grow crops in the region, Arcadia’s crops are used to bulk up whatever food resources other lack. While many nations could go through drought, Arcadia’s advanced hydroponic gardens ensure the survival of their crops. Arcadia has four different guardsmen units, each from handpicked soldiers from other nations. Total neutrality is required, if a coup was ever suspected, the offenders would be turned out and banned from using Arcadia’s facilities, ensuring the eventual decline of their kingdom. (Grass)
  6. Arcadia has no military presence outside of its guard legions, but each legion has the best and brightest of their city’s forces.
  7. Mordune: A somber place, Mordune has the least amount of magic in its leyline oasis, so its members turned to technology. It is an industrial center, used to create weapons, tools, and tech components used by other nations. They are the most powerful militaristically, having a large vehicle and infantry force. Men are conscripted at a young age to act as guardsmen; women are conscripted to act as vehicle drivers, scouts, or coordinators. The children and old are tasked with working in the mines, though these areas are much better regulated and care is taken to keep Mordune citizens from being hurt. The Mordune resent their lot in life, and seek to take over other Cities to improve their poor living conditions because their magic while powerful for stone working and metal crafting, makes farming very difficult. (Earth)
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  9. Mordune magic is very practical: geomancers and steel shapers act as the primary mages of the city, shaping massive structures in industry. Magical items created by Mordune mages tend to last a long time and be efficient, but they lack the ability to use tap into a large amount of it. For example, a Mordune tank’s power source will last a long time, but because of Earth magic’s deliberate steady nature they can’t turbocharge the engine to use a larger amount of magic to go faster. Mordune mages tend to be rare, so the few that are found are organized into shapers and craftsmen instead of soldiers.
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  11. Wy’rd: A mad scientist utopia, Wy’rd is occupied by the largest number of rune grafters and magicians; they have the most advanced tech in the world. They want to fix the problem of the Oasis leyline, but they are governed by an almost anarchist society of magus-scientist who constantly argue over how to apply their magic. They often engage in skirmishes with Mordunes, their closest neighbors and rivals. While the Mordune have superior numbers and tactics, the Wy’rds strange weapons and magic make them an equal match in battle. The Wy’rd are responsible for the development of many weapons in the world, including the slug gun, the ban’shii cannon and several other technical innovations. Passionate and intelligent, they’re hierarchy is based on who is the most intelligent and who has made the most amazing discoveries for a period of time. They look down on bureaucracy and brute strength, looking more towards what a person can accomplish than how a person can weasel their way into power. (Fire)
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  13. Wy’rd magic is bombastic and flashy, not capable of being used for long periods of time and hard to conserve easily but powerful and bombastic. Most Wy’rd inventions are just as likely to explode as work, and while they have unparalleled scientific prowess and direct power, mages who tap into their power too much in a period of time can burn out their ability to use magic.
  14. The Wy’rd were in the past much more anarchistic than they were today. The Mordune thought they could easily conquer the Wy’rd and capture their sizable city state and magical resources. But Wy’rd scientists kept inventing crazier weapons to fight back the tide. Black hole cannons that crushed tanks, wild fire that clung to infantry men and could not be put out by water, and finally, the dreaded aperture cannon, a weapon no soldier could defend against. No charms or magic armor could prevent the special anomalies created by these weapons, scattering soldiers across the known multiverse. Ultimately, this proved their undoing. The Wy’rd used their cannons on a tank column at one point, and sent them into the portal, but the tanks instead popped up in the middle of Wy’rd. They wiped out a large portion of their production facilities and even damaged the Wy’rds main headquarters. Finally the bloody war was over. A treaty was signed. The Mordune would give up some of their more dangerous tech and withdraw from Wy’rd if the Wy’rd would completely ban the existence of some of their weapons. This treaty was not made lightly. Aridia, Arcadia, and Aru’skar all stated they would help wipe the Wy’rd from existence if they kept fielding such wantonly monstrous and destructive weapons. The Wy’rd begrudgingly agreed and began setting up a council of leader magi, schools, and standards for their warfare.
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  16. Secretly, they keep their greatest weapons locked in a nigh impenetrable underground bunker in case the Mordune or something more dangerous and less human threatens their peace. Well, as peaceful as a group of crazy magus can be.
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  18. Free State of Aridia : Aridia was created to act as a hub of sorts, it is the center of the desert world and it contains rail systems to all other parts of the world. Aridia is a neutral state, similar to Arcadia and has been described as a vice city, a place where you can get whatever you want for the right price. Aridia is renowned for creating ships that sail the sand oceans. These barges are magically powered and created with association of Mordune technology and Wy’rd wizardry. Aridia does not have a formal military, though it does have a guardsmen defense force and a sand skiff navy equipped with about 20 ships with varying degrees of size and weaponry. (Wind)
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  20. Aru’skar: The city of darkness. Not much is known of Aru’skar. It was created from the Skyfolk nobles that did not retreat into the woods to keep the few trees in the world alive. Aru’skar was originally created to be the new capital of the emerging oasis societies, but it became too obvious the city states would not fold back under a central banner. This has put Aru’skar at a disadvantage.
  21. However Aru’skar has access to many rare minerals and indeed many of the wealthy families from before the fall came from here, so it is not surprising that Aru’skar is such a bountiful place. They have a decent sized army, composed of a mix of powerful royal warlocks and soldiers given the most powerful prewar technology. They lack the chaotic destructive weapons of Wy’rd and the size and tech of Mordune, but their elites are amazing fighters. Combined with their pre-Fall tech, they are in a dead lock with the other two city states for control of the dunes.
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