Information Expansion 1

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(Political Expansion)
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==Political Expansion==
==Political Expansion==
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The Principality of Distre is autocratic and authoritarian in its rule. There is no existence of a popular assembly, only a chamber of hand-picked representatives of various regions and interests. Below the national structure, each district has an appointed Duke, who is overseen by a popularly elected chamber. However, these chambers rarely influence actions of their respective Dukes. Factionalism often spawns from regional interests, yet even those most active, the skilled workers and merchants, can often do little outside of their respective cities and towns. Loose confederations under the banners of the '''Naturalist Branch''' seek to end the mechanical tide and reestablish the more agrarian and independent system that had existed. '''Molnja Allies''' aim to support the fledgling elvish Molnj state however possible, usually in the shadows as support for the separatists is considered treasonous. Bar-none, the group with the largest influence is the '''Machine Cult'''. A highly-regiment bureaucracy infused with strange and somewhat insane religious overtones, the Machine Cult considers itself to be the prophet of the future, seeking harmony with the new world of machines and the old of the arcane. The Machine Cult has agents in all key places and keeps tabs on almost every settlement deemed important. They ultimately have the sway to move the future of the state and the peoples therein.
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The Principality of Distre is autocratic and authoritarian in its rule. There is no existence of a popular assembly, only a chamber of hand-picked representatives of various regions and interests. Below the national structure, each district has an appointed Duke, who is overseen by a popularly elected chamber. However, these chambers rarely influence actions of their respective Dukes. Factionalism often spawns from regional interests, yet even those most active, the skilled workers and merchants, can often do little outside of their respective cities and towns. Loose confederations under the banners of the '''Naturalist Branch''' seek to end the mechanical tide and reestablish the more agrarian and independent system that had existed. '''Molnja Allies''' aim to support the fledgling elvish Molnj state however possible, usually in the shadows as support for the separatists is considered treasonous. Bar-none, the group with the largest influence is the '''Machine Cult'''. A highly-regimented bureaucracy infused with strange and somewhat insane religious overtones, the Machine Cult considers itself to be the prophet of the future, seeking harmony with the new world of machines and the old of the arcane. The Machine Cult has agents in all key places and keeps tabs on almost every settlement deemed important. They ultimately have the sway to move the future of the state and the peoples therein.
==Mythos==
==Mythos==

Revision as of 22:45, 3 May 2007

The following is an expanded explanation of elements of the state of Distre as requested by Tydraad and posted at 4.30.2007 06:06:23 GMT. Pardon any typos in advance - it's late.

Social Expansion

Historically, Distre had been a primarily agricultural center with a slowly growing mining industry. Furthermore, the average citizen considers themselves to be of the Neutral Good alignment, while, in reality, some tend to be more Lawful Neutral. Thus, the average Distreian was a farmer and typically tended to fields and crops, rarely venturing to the towns for certain goods. Bazaars and street-side wares were not typical, nor was a regimented work. Outside of most cities, this is still the case. Yet, for those that have even been touched by the the Prince's Division of Machinery and Science, regimentation has followed. With the expansion of rail and of massive production and refining complexes that have swept all but the smallest of towns, the average Distreian that is not proficient in a skilled profession now works during prescribed shifts at local plants or on projects for the state. While the quality of life has increased somewhat (furniture and food of some reasonable quality with no amenities), the average worker is in a class of his own near the bottom (just above foreign hired work). Through this integration into the system, more and more Distreians are becoming more accepting and, indeed, mailable to the whims of the state and the Machine Cult. Despite the livable nature of what are referred to in slang as "drones," those that have the opportunity to make a living outside of the state system do. These include merchants (whose numbers have increased substantially since the advent of Steam), blacksmiths, carpenters, all all other sorts of professions. It is now common to find some sort of Bazaar or marketplace in every mapped town. The extent of this commercial market is more capital oriented than consumer oriented. These people are the most active with regards to social and political action, yet they often can manage to do very little. Their wealth is able to distinguish them from the common man, but they cannot approach the wealth or prestige of the Followers or of the Nobility.

When referring to the modern Distre State, the Eastern District most exemplifies the archetype. Concentration of industrial and trade growth is most prevalent here, resulting in larger, denser cities, more focus on trade, and an increased amount of activity and chaos as a result of transient foreign populations. Life in the Eastern District can be daunting - often, you are more of a thing than a person in terms of the whim of the state. The Prince's control is most direct and visible in the Eastern District, yet, as a result of this, the Eastern District is typically the object of a considerable amount of favoritism in regards to state initiatives and reform. Subsequently, the populace is typically positive with regards to views on the state and the ever expanding tide of mechanization.

The Southern District is considerably more "folksy." Life is at a somewhat slower pace, residents recognize and know each other often, state intervention is cursory, and industrial development, for the large part, is still finding its foothold. The rail lines are often busy and foreign influence is still high as a result of the connection between the Eastern District and the major port of DuCaliese. Wild and magical creatures still can be seen now and then, although rarely are there any major incidents. The South is home to the only remaining major magic and alchemical institutions in Distre, a reflection of the unwillingness to fully yield to the Prince's plans.

Most Distreians would refer to the Western District as the "Buffer Zone" between Distre and the Greater Huang Alliance. Beyond the settlements bordering the rail line, the Western District is often left untouched by the majority of the state. As a result, it has become a disconnected and largely unruly place to live. The wilds are untamed and abnormal activity from the North tends to manifest itself into settlements of the West. This is the most dangerous part of Distre to live in, and houses the more independent and reclusive members of Distre's population. That is, of course, if you live outside of DuCaliese. DuCaliese is the gemstone of the West, a bastion of civilization and the Prince. Residents, while considerably more autonomous and independent than their Eastern brethren, are cultured and influenced heavily by the state. Slowly, this flats, fields, and forests of the West have been overtaken by the ever-expanding Asakar Wastes. While it is unknown why the wastes are expanding (a few miles out a year), what is known is that the West provides the last defense before the more "civilized" portions of the country. Citizens in the West are extremely resentful with regards their "lower" standing on the totem pole.

Regardless, peoples of all three districts have integrated aspects of the Steam Revolution into their routines and lives to varying degrees.

Little information on the current activities and status of the disputed northern State of Molnj is currently available.

Political Expansion

The Principality of Distre is autocratic and authoritarian in its rule. There is no existence of a popular assembly, only a chamber of hand-picked representatives of various regions and interests. Below the national structure, each district has an appointed Duke, who is overseen by a popularly elected chamber. However, these chambers rarely influence actions of their respective Dukes. Factionalism often spawns from regional interests, yet even those most active, the skilled workers and merchants, can often do little outside of their respective cities and towns. Loose confederations under the banners of the Naturalist Branch seek to end the mechanical tide and reestablish the more agrarian and independent system that had existed. Molnja Allies aim to support the fledgling elvish Molnj state however possible, usually in the shadows as support for the separatists is considered treasonous. Bar-none, the group with the largest influence is the Machine Cult. A highly-regimented bureaucracy infused with strange and somewhat insane religious overtones, the Machine Cult considers itself to be the prophet of the future, seeking harmony with the new world of machines and the old of the arcane. The Machine Cult has agents in all key places and keeps tabs on almost every settlement deemed important. They ultimately have the sway to move the future of the state and the peoples therein.

Mythos

While no state religion exists, most inhabitants of Distre worship some god. Those outside of the cities are relatively suspicious. The Northlands and the forests hold a considerable amount of veneration based on the magical and unexplainable powers exhibited. Most interesting is the Silvaeannum and its Lake of the Abyss. Little is know to the average commoner except for stories of great beasts and magical anomalies.

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