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Author Topic: The Dunraich of Thalambath (updated to Talia's requests)  (Read 6834 times)
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« on: 15 September 2009, 16:01:16 »

Here's the state entry for the Duchy of Thalambath, given a culture-based name as Arti requested. Dunraich is a Thalambathian word for 'kingdom', though I'm not sure if I'm entirely set with it yet.


The territory now should fit with Talia's desires, I think. (btw Talia, don't worry about commenting on this if you don't have time. I don't mind letting it sit for awhile, I just wanted to update it to my newest version and get it out of the 'WIP' state.)


Note that the government section is fairly politically sophisticated. I wanted the Dunraich to feel more bureaucratic and, more importantly, different from the usual fantasy feudal governments. I reason that Thalambath has had plenty of time to develop a fairly complex political and economic system considering that most of its citizens are educated and the Dunraich has existed in a comparatively untouched state for nearly 9,000 years (of course it's had its own civil wars and so on, but not nearly the amount of border changes and government takeovers that occurred in most of the other human nations). Plus the current government of the state is only about 400 years old, and when I work on the history, the development of the government over the centuries is going to be one of the key factors.

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The Dunraich of Thalambath

The Dunraich of Thalambath is one of the oldest civilizations in the United Kingdom of Santharia. It has existed as an independent sovereignty since near the War of the Chosen, and as a member of the Stratanian Kingdom and eventually the United Kingdom of Santharia since then. At the present day, the Dunraich is an economically powerful nation that has benefitted greatly from its succession as the major trading power in the south. It has directly assisted in the funding of Strata’s reemergence as a trade city, operates a trade franchise of its own, handles the provincial governing of the Truban region, and is the primary military power in the region.

The Dunraich of Thalambath is commonly known as the Duchy of Thalambath in more northern provinces of Santharia, but it still uses the Ancient Kaipheran word of Dunraich for official papers and representations. Though Dunraich simply translates to “state” or “kingdom” in Tharian, it has evolved in the current time to refer to the nation as a whole.

The Dunraich is known for its strict regime, and the preeminence of its mage class in the upper echelons of society—a trait that not even Ximax can claim. The Dunraich also sits atop the ruins of one of the most powerful empires of ages long past, Astár’Nuvíc, and it is thus a fountain of lore, ranging from the arcane, to historical, to darker occult secrets.

While the Dunraich has long suffered from internal unrest, particularly during the early periods of its history, it currently presents a strongly united front. Its businesses are known for their fierce competition with one another, but they work together to keep foreign markets from disturbing the internal balance, keeping Thalambathian-owned enterprises at the top of the food chain inside the state.

Location
The Dunraich lies at the western edge of the Ráhaz’Dáth desert in the Truban province of Santharia. Their territory extends from the western shores to just east of the Cari’Cari Oasis near the center of the Ráhaz’Dáth desert. From the north, Thalambathians count the edge of the Nirmenith Mountains as their border, and a series of fortresses and walls north of the Yar’Dangs makes up their southern border. The area of desert directly to the east and south of the capital city of Thalambath, terminating at the Yar’Dangs and the coast of the Burning Sea, is known as the Golden Reach.

Description
The Dunraich is characterized by large, empty sand dunes, with a few cities spread throughout the edges where sustainable life is possible. And yet, the dunes appear more civilized than the rest of the Ráhaz’Dáth. Tall, dark stone pikes thrust out of the dunes every stral or two, marking the routes on the horizon. Roads as well stretch from these pillars, though these are frequently covered in sand and many have been greatly weathered by time. From time to time the characteristic dome huts of Shendar families might be seen nestled snuggly amidst the endless desert.

//Pictures of Land: Ingeborg 31 and 14
"The majestic golden lands of the Dunraich of Thalambath."





Appearing at one of the cities presents a stark image of majesty. Dark reddish-orange and black buildings rise out of the sands, as if one had stumbled across an unmapped mountain range, only to realize that the shapes are far too straight and geometrical. Each building seems dwarfed by yet another building, though distinguishing any two buildings apart is difficult, as little beyond their size and perhaps the sparse customizations on the roofs separates them. One almost gets the feeling that they have stumbled across a wall, and, indeed, many of the buildings are attached to each other, with arching bridges crossing over the streets below.

And a site reserved only for the capital cities of Thalambath and Ankhat, one finds their eyes immediately drawn to the towering structures that shade even the monolithic stone shapes beneath them. Marrasquean manors, built of the richest nor’sidian stone, reach towards the sky, yet ward it away as if the wind were a demon by the sharp spikes and gruesome statues that ring the edges of these majestic towers. And in the distance, dwarfing even these dark buildings, rises the Norong’Sorno volcano, throwing out clouds of white and grey dust into the air—visible even from hundreds of strals away.

//DEVELOPMENT MAP:


note that the northern contested area should be a bit smaller than is shown, I haven't gotten around to editing this map yet but it's the most up to date based on Talia and my talks//


Important Locations. Though Thalambath is the largest city within the Dunraich, there are several smaller but equally vital townships within its borders. Many of these are the domains of wealthy Thalam who decided to carve out a section of the desert that they could do with as they please without the constant threat of political rivalries over their shoulders. These settlements generally continue to rely on Thalambath for sustenance and support, though some manage to eke out enough for themselves through efficient use of the land around them. Each formal town or outpost is ruled by a Vesal-Viseur, who has been granted the right to the city through favour currying with the Royal Viseur of Thalambath.

* The Capital City of Thalambath
Thalambath is the capital of the nation of the same name and is one of the oldest and largest cities on the Sarvonian continent. It is also one of the most secure, with a large and well-trained city watch. Supposedly, so low is its crime rate that even the Templars of the Black Pearl, who were rumored to have a high level operative placed in every major city in Santharia, refused to operate here due to the risk involved. Thalambath has been the capital of the Dunraich of the same name since its formation from the ruins of the ancient Kaizoumetran town of Merioch, and has since become the capital of the Truban province as a whole. Within the state, Thalambath is sometimes referred to as “Capital City”, to distinguish it from the Thalambathian state as a whole.

* The City of Ankhat
Ankhat is frequently considered a part of the capital city, but is in fact a city all of its own. Only a day’s ride from Thalambath, Ankhat is the second most populated settlement in Thalambath, and for good reason. It is the breadbasket of the state, as it lies on the western peninsula, on the ancient dried lava flows of the Norong’Sorno, which provide excellent growing soil. Rain is abundant here too (for a desert), so most of Thalambath’s farms are located here. Ankhat has the most political influence with the capital city of any other city in the region, and if not for its lack of a suitable harbour, would rival Thalambath for the position of capital of the nation (and thus the province). Ankhat is also a watchpost over the Truban Gulf, and is known for its lighthouse, which serves as both a garrison to watch for hostile fleets as well as a guide for trading ships from Nybelmar and the north.

* The Township of Bezalhur
Bezalhur is the third largest town in the Dunraich, though that doesn't mean much as it is dwarfed by both. Located to the direct west of the Norong’Sorno volcano, at the edge of its slopes, it supports itself with farming in the region but, most importantly, harvests wood from the dark forest that lies on the slopes of the volcano. Bezalhur is constantly in threat of the volcano, more so than any other Thalambath settlement, and the city has been forced to evacuate several times due to the threat of an eruption.

* The Fortress of Eastwall
Eastwall is a large fortress-town located at the eastern border of the state, settling on the edge of the dunes of the Golden Reach. Regularly supplied by the capital, Eastwall is utterly dependent on outside sustenance. Eastwall is deliberately placed in an unhospitable area, as it serves as both a prison and a military base. Prisoners who might manage to escape can hope only to die quickly in the dunes, while a treacherous army will be pacified soon after supply shipments are cut off. Those trying to slip into Thalambath unnoticed and without the proper Travel Coins are transferred to Eastwall, where they are imprisoned within its worn dungeons and interrogated.

* The Border Keep of Southwatch
Southwatch lies about a few hours ride south of Eastwall, near the coast of the Aetryam Sea. It sits squarely on the edge of Thalambath’s borders, along the road south to Strata. It is sparsely-manned, serving these days as a simple customs post. Nearly all trade from Strata passes through Southwatch, where they are documented, commissioned Travel Coins, and given their designated routes through Thalambath’s lands. Southwatch was formerly a military outpost designed to alert Eastwall and Thalambath of any military incursions coming from Strata, though its presence is more benign now than in past times.

* The Border Keep of Northpoint
Northpoint is the most northern settlement of Thalambath, and though it is named a keep, it is little more than a tower overlooking a small mining town. Northpoint sits at the edge of the coast at the most northwestern portion of the Lands of Pain, directly under the shadow of the Nirmenith Mountains. Few citizens live here, only a few soldiers and the miners and excavators of the mountains.

* The Golden Reach
The Golden Reach is the name of the dunes that lie to the east of the Norong’Sorno volcano and before the Makadi Gadi Salt Pans, running from the edge of the Nirmenith Mountains to the Yar’dangs. Though Thalambath claims dominion over the territory, its lack of value insures that the Shendar remain the real owners. They are rich golden plains, with little apart from sand and dust. However, one can find Thalambathian markers and roads here, which, depending on the political climate and economics of the time, are swept and pressed in order to allow caravans to cross the desert.

//DEVELOPMENT NOTE

//


* The Lands of Pain
The Lands of Pain are almost entirely uninhabited. A single small outpost at the eastern shore is all that lies here, where a scant mining operation harvests the dark sand and stone here for construction in the southern settlements. Considering the lack of resources and the danger of the heat, there are frequent deaths here and so the materials are very expensive. The Lands of Pain are known in Thalambath however more for the rich tombs that dot the mostly empty and foreboding landscape, built here out of the dark stone.

//Picture of Lands of Pain: Ingeborg 16
"The harsh night sky of the Lands of Pain, bathed in red by the fires of the volcanoes."



* The Nirmenith Mountains
The mountains are the northern edge of the Thalambathian state. Mostly uninhabited, there are a few quarries here, particularly Northpoint, which mine iron, gold, and other precious metals, or excavate the ancient dwarven ruins here. Goods found here sent down to Ankhat or Thalambath or north to Varcopas by a port (which is little more than a couple of wooden docks and tied up ships) at the coast.

Coat of Arms
The Thalambathian coat of arms is a bright red or yellow background bordered on right and left by a black border with a small white line running through it near the inner edge. At the center of this design is a multi-diamond—a large, white diamond, which serves as a border for the five interior diamonds within. Small black and white borders surround each of the inner diamonds, each of which is a nor’sidian black. The diamond in the absolute center of the other four, however, is a bright red. At the outside of this central diamond shape are three more, smaller diamonds, similar to the center ones—all three along the underside of the main shape. These diamonds represent the sovereignty of Thalambath—the Seven and the Royal Viseur. This symbol is known as the “One and Seven”.

The coat of arms is almost always featured as a banner, flown as an elongated design running down the sides of buildings, clamped at the top and bottom. Usually, multiple flags are spaced evenly along the full side of the building, or there will be only two flags that border the doorway to the building.

The main background colour of the coat of arms changes based on certain conditions within the duchy. A yellow background indicates peace or citizenship, and is the most common flag displayed around Thalambath’s territories. A red background indicates royalty or sovereignty, if used within a Templum or barracks, or a state of war if all city flags within the state are changed from yellow to red.

When on shields, the coat of arms frames the entire shield in the outside border, rather than just the tops or sides, and always has a red background, with the One and Seven symbol in the center. Also, when shown as a square flag, generally from the backs of Thalambathian ships, the borders appear on the top and bottom, rather than the sides.

A simpler variant of the One and Seven symbol for smaller ornamentations is usually just a white diamond with the eight black ones, on a yellow or red backround, without any complex bordering.

At the Black Temple, the interior red diamond is coloured a bright emerald green, in homage to the Thalambath’s Heart gemstone that lay within the ancient monument.

//DEVELOPMENT EXAMPLES:
Royal/war colours (banner):


Civilian/peace colours (square flag):

//


People
The Dunraich is populated by the native Kaizranians, Stratanians, Shendar, and smaller amounts of foreign tribes. Kaizranian heritage is considered prestigious, though this sentiment has been decreasing over the centuries.

As a whole, the Kaizranian people generally look like Stratanians. They are, however, rather tall, reaching up to 2 peds, and their skin is often of a darker hue. They have dark eyes and hair, and most wear their hair cropped short, rarely longer than the shoulders, even for women.

People of the Dunraich are generally known for being very disciplined. Almost all are educated, and much of the upper class is comprised of the Thalam wizards and their families, who tend to occupy powerful political positions.

Most citizens are highly competitive. They are fiercely nationalistic, and are raised to be willing to make personal sacrifices to benefit the greater community. This often makes Thalambathians appear arrogant and haughty to other tribes and races, occasionally leading to prejudice.

[See the Kaizranian Men entry for further details.]

State Organization
The Dunraich is run at its head by an organization known as the Presidium. The Presidium comprises the Seven of Thalambath, who have ultimate dictatorial power over the state, and the Royal Viseur, who is generally charged with handling state affairs, including overseeing the Truban province as a whole. While the Viseur has assumed full dictatorial control over the Dunraich, this is generally curbed by the Seven as well as by the political influence of the Templums and the individual Vesal-Viseurs, who rule the other vesals (fiefs) within the state.

Under the Presidium come the Regional Council, the Vesal-Viseurs, and then the Templums, of which Thalambath society is divided up. Each controls a different aspect of society, and most are run by Thalam Wizards, which are known as Pryusi.

This results in a highly regimented, state-controlled society, with strict and harsh laws in place to prevent abuse by the many groups and individuals who have access to ultimate power in their jurisdictions.

The Dunraich’s government is generally considered to be particularly complex in comparison to the rest of the Santharian Kingdom. Some supportive scholars have argued that it is a highly advanced form of government, and that the necessary level of organization to achieve it is a testament to the sophistication of the Dunraich. They argue that all provinces, when sufficiently evolved, will eventually develop governments similar to Thalambath’s. Detractors however state that it is too complex and expensive for a larger community, and that it only works in Thalambath due to its small size and self-sufficiency—an argument that seems to be supported by the fact that Thalambath has knowingly avoided implementing its system of government even in the other duchies of its own province.

The Presidium. The Presidium is the group of eight individuals at the top of the Thalambathian food chain. It refers to both the Seven and Royal Viseur, though in practice the Royal Viseur is the primary figure.

* The Seven.
The Seven are the most powerful group in Thalambath. Their position was in existence even before the city of Thalambath existed, when the humans of the region were just barely recovering from the disastrous eruption of the Norong’Sorno volcano that obliterated the empire before it. The Seven are aloof and mysterious, and there are many rumours about them. Some believe they are immortal, beings of the Era of Sorcery who have used their powerful magic to sustain themselves for millennia. Some believe the Seven are chosen out of modern Thalam when the time is right, during which their former identities are all but stripped and they seal themselves away with their peers. Regardless of which, the Seven possess some of the most powerful arcane abilities in the world. On their rare public displays of their skills, they have supposedly performed spells that even the greatest archmagi at Ximax would be unable to match.

The Seven rarely intervene in political affairs, save on rare occasions to curb over-enthusiastic Templums or Viseurs. Though they have absolute power, they only tend to exercise their right to veto. A prominent example of this was in ??? a.S., when the Seven prevented Royal Viseur Nafras Helm from seceding the Dunraich from the United Kingdom of Santharia when half of the old Stratanian Kingdom was given to the new province of Brendolan.

The Seven have never been seen at a Council of Linked Hands, and it is believed that the only time they have met a Santharian King was in 0 b.S., when Santhros the Wise retrieved the Keep’s Heart from the Black Castle, where they swore fealty to the new King.

The only person who semi-regularly encounters the Seven is the Royal Viseur, who consults with them over running the state. The Royal Viseur is chosen by the Seven, but cannot be removed except for a majority vote, albeit there have been very few occasions where this has happened. The Seven are also responsible for approving the appointment of Vesal-Viseurs and Grand Pryusi, and in approving the decision to elevate a business to the position of Templum.

It is unknown what the Seven look like, and no one knows their names. They are considered gods-on-Caelereth by the Thalambathians, and are always treated as a single group—there is always the Seven, never a Seven.

* The Royal Viseur.
The Royal Viseur, also known as the Tristin, is the executive head of the Dunraich. He is in charge with overseeing the Templums, to the point of deciding when a Templum is to be created or abolished, as well as with the appointment of Vesal-Viseurs and Pryusi. The Royal Viseur is also charged with the running of the capital city, which includes the duties of running the Truban province as a whole and conducting foreign relations with the greater Santharian Kingdom. He is both Truban Thane and Thalambathian Duke in one, by Santharian ranks.

The Royal Viseur is in charge with passing national or capital laws. These laws must be followed by all the Templums, and supersede any local or Templum laws. The Seven can veto them, but this is rare. He is also in charge of allocating funds to the Templums for large products or occasionally to bail out a faltering Templum. The Royal Viseur can also in times of crisis or national need allocate emergency resources and control to a Templum—IE in threat of naval war the Royal Viseur can grant the Templum of Sail the ability to nationalize all assets necessary to the building and running of a wartime fleet. This ability extends even to the Templum of the Sword, though in practice this is impossible. The Seven have always vetoed any attempt by Royal Viseurs to grant the Templum of the Sword the right to nationalize all military forces. This has prevented Royal Viseurs from currying favour with the Templum and then giving them emergency powers and using that favour to supplant the Seven and take over the country by force.

Royal Viseurs are almost always Thalam, though there have been some rare exceptions. The citizens of the populace generally do not like non-Thalam Viseurs, however, as they are generally encouraged to believe in the divine power of the wizards. Most non-Thalam Viseurs have kept this fact a secret for most of their reign, though a few openly proclaim the fact and some have managed to gain widespread support. Also, Royal Viseurs are almost always male, though this is more by the lack of opportunity for females in high power than any laws, and it is not known whether or not the Seven share the chauvinistic ideals of the citizenship. There has been only a single case of a female Royal Viseur in the history of the Dunraich.

Royal Viseurs have also never voted for the elevation of female Thanes in the Council of Linked Hands to the position of Santhranna—such rulers invariably have the Truban vote against them (much to the chagrin of the honourary Shendar seat in the Council). On the other hand, Royal Viseurs almost never put themselves forward as candidates to the Santhran throne, either. As reportedly said by Royal Viseur Adoeljer Deuras in a private conversation with his advisor, “It serves not the Kaizran race to rule as king among the degenerate barbarians of the north”. Deuras' reputation was greatly damaged when this comment became public.

The position of the Royal Viseur is its own Templum, known as the Royal Throne. The Royal Throne mostly consists of delegated positions that are in charge with managing specific areas of state need at the behest of the Viseur, such as taxes or foreign trade relations. The Royal Throne, like all Templums, has its own watch, but the Royal Throne forces are known as the Templar Knights. Unlike all other Templums, the Templar Knights are the only guard unit that are allowed to arrest and prosecute Thalam. This gives them great power and prestige, and they are a vaunted position among the watch.

The current Royal Viseur is Hairech Staufler.

The Regional Council. The Regional Council has its origin in the old Council of Stratania and is the assembly of Vesal-Viseurs and delegates from Strata and Varcopas, in charge with the management of the cities and territories of the Dunraich and the Truban province. The Regional Council generally only gathers to discuss matters of import that affect each of their lands within the Dunraich and the province, such as when a new law is passed or when there are disputes of territory or other matters.

* The Vesal-Viseurs
The Vesal-Viseurs are the heads of each city or land within the Dunraich. They are the governors of their fiefs within the state, which are known as vesals, and are appointed to their position by the Royal Viseur. National laws and the dictates of the Presidium bind each Vesal-Viseur. They can create local laws for their territories, though these are sometimes subject to approval by the Royal Viseur.

The charge of the Vesal-Viseurs is mostly in regulating the subsidiary Templums in their respective vesals. This includes deciding whether to provide funding should a local Templum operation become financially at risk. Some vesals might have a substantial Templum influence, while other, less important lands might only have a single Templum to concern themselves with. In addition, Vesal-Viseurs must maintain a standing army in their vesals.

Like the Royal Viseur, the Vesal-Viseurs can bestow emergency powers to the subsidiary Templums in their territories. Unlike the capital Templums, these emergency resources are only on a vesal-wide level.

To the contrary of popular belief, Vesal-Viseurs do not divide up the land in their vesals, like Santharian Gravens. This is the role of the Templums that have stake in the land, and the Vesal-Viseur is merely in charge of funding and regulating these Templums and settling disputes. It is up to the Vesal-Viseur, however, to allow a new Templum to stake a claim in his territory.

Each Vesal-Viseur is a Thalam. Most are personal contacts with the Royal Viseur, and earned their positions through winning his favour.

Ever since the Truban province joined the Santharian Kingdom, there has also been a Vesal-Viseur for the capital vesal, known as the Executor. In the Regional Council, he is charged with mediating disputes and to relate the outcome of meetings to the Royal Viseur. Additionally, when the Royal Viseur is on leave to a meeting of the Council of Linked Hands or other foreign duties, the Executor is in charge of running the capital vesal, the Dunraich, and the Truban province as a whole.

Each Vesal-Viseur, like the Royal Viseur, has a branch of the Royal Throne at his service. However, the Templar Knights remain under the control of the capital Royal Throne, and so Vesal-Viseurs can be arrested by their own bodyguards if they break the law.

The Templums. The Templums are where the majority of actual state government, law enforcing, and general livelihood is run, ever since the Stauhur Revolutions in 1,238 a.S. Templums are essentially state organizations that are in charge of regulating the land and companies under their districts. All parts of society are divided up between the Templums, which are in fierce economical competition with each other. Each Templum owns a plethora of subsidiary businesses, which own their own smaller businesses, and each business owns its workers. Land or city districts are divided up between the Templums, and each Templum is charged with most of the government processes involved in their land or district. They provide land and education to their worker families, finance and regulate the various ventures under their control, and are charged with organizing their own guard force.

Templums are mostly headquartered in the capital city. The Templum of Tilling, however, is headquartered in Ankhat, where the majority of the farms are located, while the Templum of the Sword is headquartered in Eastwall. In the vesals and townships where the Templum is not headquartered, a smaller regulatory body can be found. These are essentially smaller ventures themselves, but which stand at the top of the pecking order in the other areas. They, like the Templum headquarter, are in charge of dividing up land between the smaller businesses and worker families. Not every Templum is located in every town, as they only operate in areas where they have sufficient resources for their field of expertise. However, every Templum has at least one embassy in every town, where their products can be delivered and then marketed to the surrounding ventures. If a Templum wishes to open up a larger operation in a new town, they must get approval by the Vesal-Viseur of that region, as well as having to pay a substantial startup cost, as they must buy land that is currently owned by another Templum.

As a matter of good business, the Templums have as much a responsibility towards its workers as the workers have towards their jobs. They are responsible for providing jobs, homes, and education to their workers, in return for the dedicated labour, as the workers perform the jobs required of them as well as provide children to replace them in the Templum’s labour force.

Each Templum tends to handle a specific area of business, though their child businesses provide support services that are not directly related to the primary business. For instance, the Templum of Sail primarily handles the construction and sale of ship hulls and the like, but will also have its stake in completely unrelated businesses in the Waterfront of the capital, where it is based, like small food shops. Essentially, on the land in which a Templum is based, all of the businesses belong to that Templum, even if that Templum’s primary market is a specific field.

This relates even to joint ventures with other Templums. For instance, the Templum of Trade has a small regulatory company in the Waterfront. The Templum of Sail owns the land, building, and workers of this operation, and all its profits and assets belong to the Templum. However, the venture is charged with overseeing trade in the Waterfront and directing larger ventures to Eltar Square if they grow too large. While this might seem to be economically damaging to the Templum of Sail, the Templum of Trade pays them a substantial cut of the profits of any business that is moved to Eltar, plus, any profits the company makes off of regulating trade that happens solely inside of the Waterfront all goes to the Templum of Sail.

Every smaller business within a Templum is allocated a portion of that Templum’s resources for their specific market. They are also required to provide for the larger Templum as a whole when they are successful. Competition between the subsidiary businesses is encouraged, so as to drive innovation and open new markets. Families are also free to open their own ventures on behalf of their parent Templum, provided they have the assets and market for the operation to be successful.

While the businesses are limited to the land of their Templum, their products aren’t. Each Templum and its smaller ventures sell their products to other areas within the Dunraich or outside of the state. There is constant competition between the Templums over markets, and just because the Templum of Tilling might be the primary supplier of foodstuffs does not mean they aren’t having to actively compete against the Templums of Sail or Trade over the sale of foodstuffs to the populace. If the Templum of Trade is offering lower prices on food to the other Templums than the Templum of Tilling, resulting in less of a market for their own products, it doesn’t matter how much of the farmland they control, they are forced to cut back, develop new, more efficient methods of farming, and/or lower prices. The only time that competition is curbed is during times of crisis. A Templum may be permitted to nationalize all assets of its primary function if ordered to by the Royal Viseur. If there is a famine, the Templum of Tilling could be allowed to nationalize all businesses and trade related to the supply of foodstuffs, in order to allow them to more efficiently regulate and ration the supply of food. In order to prevent huge price increases from the monopoly though, in these situations the Regional Council and the Royal Viseur directly regulate the Templum, usually through a state-appointed Archwizard, or Grand Pryus. In a war, this might mean the Templum of Sail for instance has to provide its hulls and ships free of cost to the Navy, though they will be compensated for their work by the state.

The Royal Throne is considered a Templum, but it is above all other Templums and can encourage them to direct their resources towards certain state-desired goals. This is usually done by granting benefits or lowering taxes to ventures working at the behest of the state. The Royal Throne can also open up state-funded organizations and institutions anywhere in the Dunraich—it does not need to own the land, though a portion of any profit made by the institution goes towards the Templum that owns the land, as compensation for the workers.

* The Pryusi
A Pryus runs every Templum. He is the top Thalam wizard (by ability or by political power, the two often go hand in hand) in that organization. His role is to ensure that his operations run smoothly, that the businesses under his Templum are flourishing, and to handle the oversight of the child ventures directly under the Templum administration. The Pryus can create new ventures at any time, allocating assets and workers to begin its operation, as well as order an existing venture to close up shop so that its resources might be used for the greater whole—this is done generally when a business is failing to provide a suitable profit. The Pryus is also in charge of passing down laws from the Royal Viseur or local Vesal-Viseur, as well as instituting and enforcing the Templum’s own.

The Pyrusi regularly meet in an assembly known as the Dictorial Council. The Dictorial Council is a council of the various Templum Pryus’ to discuss matters pertaining to the good of all the Templums. It is similar to the Regional Council, but does not involve the Vesal-Viseurs and purely discusses matters relating to business. Templums may make deals to jointly work towards a common goal, or settle disputes between rival ventures.

Underneath the Pryus is usually an assembly of other Thalam, and most of the top level ventures are owned by Thalam also, or else rich and powerful nobility. Rare is it that a commoner manages to achieve a level of prominence within a Templum, but it is not unheard of. Commoners run smaller businesses, however, and they have the potential to rise in power if their venture is highly successful (a prospect used to encourage hard work). Thus being a productive worker is the key to nobility, outside of being a wizard, in the Dunraich.

Law. Most other regions within the Santharian Kingdom generally see Thalambathian law as very strict. Most rights do not exist in place of security acts, and so most individuals can be detained at will if they are deemed a threat to society, particularly minorities and foreigners. There has been gradual change to this, however, in light of Thalambath's position as a trade city. The Inquisitorium, the branch of the Thalambathian military that handles internal security, is also known to place agents into position to spy on suspicious individuals or companies. In fact, the state publicly proclaims that all businesses within the nation have at least one of these agents. Whether or not this is true is unknown, but as the agents have no identifying characteristics, it compels people to stay in line and respect the laws of the Dunraich.

Criminal justice is generally handled swiftly and harshly. The Inquisitorium regularly screens the Royal Eyes (the Dunraich’s city watch) for corruption, and traitors often lose their lives.

Magic use in the Dunraich is banned. Only the Thalam may use magic and even then, they must use it within the presence of the Temple of the Arcane or their own homes only. A Thalam may use magic in public if there is just cause, but they will be detained and questioned to affirm their story.

The Dunraich uses an inquisitorial court system. Individuals accused of crime are placed before a council of judiciaries and interrogated, and, along with whatever support evidence might be available, given a sentence befitting their transgression.

Generally, the civilian populace supports these acts, as they are considered to bring stability to the Dunraich and serve to weed out the weak from the strong.

Climate
Hot. The Dunraich has some of the worst and best weather in the Ráhaz’Dáth region. The two major cities of Thalambath and Ankhat both lie on the southern side of the Norong’Sorno volcano, where they sit atop fertile soil born of the volcano’s eruptions. Clouds rolling in off the sea let down an irregular but plentiful rain on this western peninsula, giving a brief reprieve from the glaring sun and allowing plentiful crop growth.

On the otherhand, just north of the volcano lie the Lands of Plain, where death is the most common commodity. Here the heat is unbearable, as toppings of volcanoes warm the already arid terrain. Clouds of ash and dust in the air, smothering life in the deadly heat. No Thalambath city dwells here, and it merely exists as a large blight upon the Dunraich’s territory.

East of Thalambath, at the outposts of Eastwall and Southwatch, are what is commonly considered the typical desert. Arid planes of sands, of which are only the rare rainfall. Days are hot, nights are cold, and breezes are uncommon—and often bring along currents of warm air and sand.

At the peninsula, violent storms of sand can arise out of nowhere. They bury the ancient cities in fine coats of dust, and threaten to return them to them to the dune wastes, just as was done to the empire long before them.

Economy
The Dunraich is largely a free market economy, and businesses are encouraged to compete with one another in order to keep prices stable, promote innovation, and, of course, to make money. The economy is today however considered bloated and its complicated and insular system has limited growth and foreign investment.

Each Templum owns a collection of large companies under its wing. These companies in turn own their own smaller ventures, down the line till the smallest worker stall. Within a single Templum there can be a wide range of businesses and products, though most Templums tend to concentrate on specific areas, denoted by the name of the Templum itself—IE Sail, Tilling, and so on.

* Resources
Thalambath’s biggest natural resource is fresh water and foodstuffs. The two major cities are both agricultural hubs, and the capital city has access to some of the largest stores of fresh water in the province. These resources are an ever-present market both within the city as well as in external markets like Strata.

Beyond these necessary resources, there is also Firestar paste, which has a variety of uses from construction to paint and sealant. Nor’sidian is a particularly strong product for construction, and iron and gold, among other metals, are mined in the northern mountains and shipped down to the main cities where they are used or sold elsewhere. Artwork, pottery, and tapestries are sold to foreigners, as are jewelry, especially that of the gem beetle kind. Other resources include obsidian, lead, copper, rhyolite, quartz, brimstone, burning stones, clay, feldspar, and glass.

The Dunraich also produces and sells magical and alchemical reagents of every kind, as well as unique craftwork like mithrilan weapons, which use forging techniques kept secret by the companies to produce metal that is tougher, lighter, and stronger than what can be found elsewhere. It is known that Varcopian mithrilan weapons are superior in quality, though Thalambath deals in greater bulk.

Due to the competitive nature of the Dunraich, there are usually more than enough products for trade. Prices are raised when a resource becomes scarce, which causes new ventures to start up and try and meet the demand if the potential for a return is sound enough.

* Production
Each venture in the Dunraich is granted a patch of land or building by the ruling Templum, along with possible startup funds if the worker requires it and the investment is sound. Generally, these institutions “own” the land on which they work (in reality they are merely renting it from the state), though this can be taken away at any time if the business flops. If a company needs more land for their business, they are free to work out deals with other companies in order to purchase more land. Essentially, land ownership operates along a line similar to the ancient Krath Empire of the continent of Nybelmar, with private land leasing instead of land owning.

All assets of the individual companies, including the workers, are ultimately owned by the ruling Templum. Each venture is assigned an Asset Advisor whose job is to make sure that the venture is not abusing its funds and is working towards an overall profit. The advisor has no power in the individual company, but can determine whether or not it receives the funding it needs by his reports to the Templum’s regulatory body.

* Trade
In the past, the Dunraich has been extremely isolationist, trading largely within its own borders. It is believed that Thalambathian companies and influence might have played a large hand in shaping Strata’s trade empire during its Golden Years, but otherwise the Dunraich only traded amongst its own ventures. After Thalambath became capital of the province however, and with the collapse of Strata, the Dunraich opened up its borders for trade. Early attempts however were not successful, as the government attempted to control the market manually and was unable to consistently guess the trends necessary for most of the nationalized companies to make a profit. Foreign enterprises tended to outplay the internal organizations and many shut down.

This lead to the Stauhur Revolutions in the early 1200s, which reformed the state’s amount of control over the Templums and turned them into essentially banking institutes that own and finance their own enterprises by state funds but otherwise have no direct control, as seen today. Smaller ventures were granted private ownership and control, and market demand is determined by product sales and trends. As the funds of the various enterprises under a Templum tend to be pooled, this quickly built up their power and trade since then has flourished to the benefit of the state's workers instead of the foreign traders. This helped stabilize the economy, but the convoluted system has discouraged growth.

Currently, interior trade is stronger than foreign trade. This is because the Templums make a strong effort to limit how much foreign products can enter the state market. When it appears that a foreign business is being too successful and is driving internal enterprises out of business, the state imposes larger tariffs on the imports. This slows down the market, and allows the enterprise to either recover, or for other ventures to startup and take control of the market.

Citizens are encouraged to buy Thalambathian-made products only. There is strong national incentive towards this, but costs are usually the ultimate factor. This has made Thalambath the weakest of the three trading cities of Truban, despite its relative stability.

Military
The Dunraich is the strongest armed force in the southern parts of Santharia. While Strata and Varcopas have both been known for their navies, neither has a particularly strong land force due to the desert expanse. The Dunraich, however, despite there being no real threat of war, ruthlessly trains its men to fight from a young age. All men are required to join the watch for a few years, where they receive most basic military training. Though most do not remain in military service, this mandatory conscription leaves a large pool of potential soldiers that the Dunraich can call on when it goes to war.

The Thalambathian army is still fairly small, however. Even if the regiments of each vesal were combined into a single force, many northern duchies would still dwarf it. Instead, the Dunraich relies on the magic of its wizards for force multiplication. Though the nature of Thalambathian Arcanistry makes its users less capable of 'artillery' magic like Ximaxians, the Thalam are unparalled summoners and, given enough time, are said to be capable of conjuring hordes of monstrous creatures.

Each vesal in the Dunraich is charged with maintaining a standing army at all times. In times of war, the majority of these soldiers are combined into a single Army (which is then divided into regiments and divisions) and commanded by the Templum of the Sword.

The Thalambathian Navy is of similar size to Strata's, but is considered inferior overall. However, like the army, the Thalambathian Navy is bolstered by the efforts of the Thalam, and it is said that the sea creatures conjured by the wizards were what saved the Dunraich from falling to the Royalist fleet in the Age of Havoc.

Religion
The official religion for Thalambath is known as the Temple of Vierahn, named after the prophet Azan Vierahn. The chief god of the Temple of Vierahn is known as Avhan. Other demi-gods exist, risen from prominent Kaizranian leaders and religious figures in the past, but they are seen as servants and saints of Avhan, rather than gods to be worshipped themselves. Religious scholars see the Vierahn faith as a bastardification of the Avanian Faith that was once practiced by the Astar’Nuvic empire. Avhan is seen as male, unlike Avá, but is similarly associated with dreaming the world into creation—though in Vierahn scripture, Avhan’s dreaming was deliberate, rather than accidental.

Avhan is considered to still be an active participant in the world. Worshippers believe in perfecting themselves in order to make them worthy in the eyes of Avhan, who will thus grant them passage to the next life. His wrath is also frequently documented, and the Thalambathians believe that it was Avhan’s fury that struck down the Astar’Nuvic Empire for its sins.

Avhan is most often associated with fire and light. The Norong’Sorno is considered to be an altar to Avhan, and the Injera and the moon are his eye. His eye is open during the day to provide warmth and guidance to his people, and closed at night so that they might rest. Full moons are the exception, and they are seen as Avhan watching his people while they rest. Full moons are thus also seen as a warning against criminals and murderers, for even in the darkness, Avhan is watching.

A gold, flourished open eye symbolizes the Temple of Vierahn. The eye is symmetrical in shape on both sides, and surrounded by a triangle within a square, with radiant lights beaming outwards from the center.

The Twelvern also exist in the Dunraich, though their temples are small and conservative Vierahnites consider them heretical. More moderate interpretations have considered the Twelvern to be saints and servants of Avhan, ironically bringing the faith closer to its elven roots. Worship of the Twelvern is found primarily among foreigners, but there is a growing tolerance among natives.

History
[...]
« Last Edit: 13 April 2014, 04:46:55 by Fox » Logged
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« Reply #1 on: 15 September 2009, 16:47:02 »

Oh Fox, I don't have the time to read through all this in the next future, I can't even write enough just now, need to fetch my daughter.

I just looked at your maps mostly. And I can only say, it will  not work this way.

We never talked about extending Thalambath into the desert this far. I have entirely different plans for the Lands of Pain, and the rest of the desert. Every where stands, that only the Shendar are there and that they fight fiercely for their territory. I attach the map with the area of Thalambath we agreed about below.

Nor can you invent a kingdom within the Santharian greater realm like we have it now. You can do a city state, but Thalambath is part of the province Truban and though it is much older than Strata - Strata needs at one point in history to have the say in the area. It could have been a kingdom in former times, but within the boundaries we agreed about. The desert is meant to be inhabitable, I added enough life anyway.

It makes no sense to do duchies like you have them done, for if the cites have no influence there, it makes not much sense.

I proposed to change the borders of the provinces of Truban and Brendulan a bit ago, to match history events.

I might do a map later.

Edit: I'm sure, you can realise most of your ideas within the restricted area as well.
I cannot go over this too soon, I need to write some of my own stuff as well, with commenting only I get my own things not done. *sigh*
« Last Edit: 15 September 2009, 16:49:09 by Talia Sturmwind » Logged

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« Reply #2 on: 15 September 2009, 17:12:18 »

Oh Fox, I don't have the time to read through all this in the next future, I can't even write enough just now, need to fetch my daughter.

I just looked at your maps mostly. And I can only say, it will  not work this way.

We never talked about extending Thalambath into the desert this far. I have entirely different plans for the Lands of Pain, and the rest of the desert. Every where stands, that only the Shendar are there and that they fight fiercely for their territory. I attach the map with the area of Thalambath we agreed about below.

As nomads, I did not think that the Shendar had any real legal claim to the territory, let alone the population or means to occupy that much space in it. Nor do I say that the Shendar do not live in that area, they are free to roam completely in all that area.

Plus, the Shendar have all that space east of the Salt Pans, where no Stratanian settlement could be.

And the map that you pasted was what we agreed for Thalambath the city. This entry is Thalambath the Duchy. BTW, on the first page of my Thalambath city on the forums, I posted a picture that used these exact same borders then (with a couple of differently named cities on it as well). You only commented on the city itself being too large, you never told me then that there was any problem with the borders, so I was under the assumption that those borders were okay. :(

Quote
Nor can you invent a kingdom within the Santharian greater realm like we have it now. You can do a city state, but Thalambath is part of the province Truban and though it is much older than Strata - Strata needs at one point in history to have the say in the area. It could have been a kingdom in former times, but within the boundaries we agreed about. The desert is meant to be inhabitable, I added enough life anyway.

I am not inventing a kingdom? This is why I specifically asked not two days ago if a Kingdom/State entry can be used for this very reason. This is essentially a *Duchy* entry (it just doesn't go by that name). The boundaries I have laid out are just that--boundaries. And, they are about a similar size to the duchies in Manthria. I roughly divided up Truban into three equal parts, based on, as far as I was aware, the three equal regions, and I tried to keep it neutral. I didn't do any Shendar specific area, because I was under the assumption that they lived everywhere and roamed and didn't care too much for ideas of territory. Plus, again, there's all that space in Brendolan.

The boundaries are purely territory. They are not indications of settlements. Pretty much 99% of the area I have put within the Thalambath duchy is not inhabited. They just consider it their territory. If we were to do a Truban version of the Manthria map, it would still be pretty much all desert. I gave it 4 towns. That is not a kingdom. And unless you mean the government is too different from the Santharian Kingdom, as far as I was aware the regions were fairly autonomous in terms of how they are permitted to rule their areas.

Note that if I were to put up a map of just the areas where there were actually people living, it would look like this:



Which is very very little territory overall. The rest is all empty desert, and there's nothing stopping Shendar from using it. I wrote this with the intent to not conflict with anything. Shendar, Strata, or Varcopas. My Description section even mentions that travelers might see Shendar domes in the desert when on the way to the cities! I was not in any way trying to cut out or discredit the Shendar or the Stratanians, and I'm sorry if it's come across that way.

Quote
It makes no sense to do duchies like you have them done, for if the cites have no influence there, it makes not much sense.

Then how is Truban divided up? Are you saying that it's all unclaimed land aside from the cities? In which case that would be saying that Truban does not have duchies, because by the amount you're allocating you're implying that Varcopas, Strata, and Thalambath all have the sum total of a single fief each.


I get the impression that you want the desert to be divided up like this, where yellow is the Shendar:




I'm sorry Talia. But I'm really at a loss as to what I did wrong here. :( I wasn't trying to step on any toes...

« Last Edit: 15 September 2009, 20:17:17 by Fox » Logged
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« Reply #3 on: 15 September 2009, 22:19:51 »

Fox, can't answer all your questions right now, my family is coming back from Japan this night and I will be terribly busy until Thursday and not here the weekend either.

Just a few words.

I don't remember that map you speak of right now, but I would surely have opposed a settlement in the Oka'Seri Swamp. I see the Rahaz-Dath as mainly inhabitable wilderness and of not much of interest to settlers. I'll try to get a preliminary map with Shendar territories done soon.

Kingdom: I didn't  think you wanted to have a recent kingdom, but wanted to have a more elaborate places template. The kingdom template itself says, that a tribe's entry has to be done first. Now, I don't think I need to have to do this of a culture long extinct as the Three Races Empire, but you could start with a tribe entry of the people which inhabit Thalambath and its closer surrounding, if they are so different from the rest. (I know, they are). You can't have this kingdom under the flag of the current king within the borders of the Kingdom of Santharia! It has to be a province!

There could be small kingdom in the past. But at one point Strata has to dominate,  we have had a Stratanian Kingdom at one point in history.

You want more room for your people and I see your need for it, but I can't give it to you or I have to abandon all my ideas and tons of notes.

I have a proposal though for it would be a pity if you would need to scratch all,  you could live out all your ideas, but Art has to agree.

Have a colony of Thalambath. A colony which is now independent in a way, so that Thalambath can belong to Santharia , but you can build your kingdom.

I think , some of your people could have detected the two islands which make up the Kingdom of Dorania today. I think you could build on /expand this entry vastly, if you put your people there. I don't think, Drogo would object, I can ask him, if you want.

It would be a bit more complicated, with two main centres, but the more interesting and the ships of Thalambath have to go either around the Scattersand Shaols or meet Arkon Delath!


Artimidor, would you allow to develop this Kingdom? Fox has such great ideas and I would like to see them developed.
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« Reply #4 on: 15 September 2009, 22:34:20 »

It is not a recent "kingdom". It was not written to be in any way separate from the Santharian Kingdom and I am not sure how you see it that way. It is a province (in this entry's case it's a duchy within a province). I don't see what the problem is--are cultural differences not allowed? I again say, this was not written to be a kingdom. Just a culturally bent region. I thought, like, I think the example we've used before is Santh being like the European Union. Which many of the states in that are very different, aren't they?

I'm sorry. I'm just... I don't know what makes this not work? Are all areas in the Santh Kingdom supposed to be strictly uniform and all exactly the same? Even in this instance though it is mostly the same I thought. It uses culturally inspired names but otherwise I don't know what makes it not work?

And yes at one point Strata dominated. I'm not sure what here suggests that could have not been the case. Are you saying they would have imposed their system of government on Thalambath? Even then, the way that it is organized now is not how it would have been organized then, so even if Strata did impose its own laws on Thalambath then, since the switch there would have been a change in governing again (and all the politics and laws here do not apply to Strata at all! They're local only...).

And I was doing the tribe entry first, but there was overlap and I felt this set the cultural scene better. The tribe is already half done, and I considered posting it as well in its half finished state.


I'm sorry. I just still can't see, where I am imposing. Territory and border wise--okay, that can be changed. But this is not supposed to be a separate kingdom--the fact that it uses the kingdom template is the only reference to that term at all. Please tell me what it is that is wrong and makes you think that way.


I'd prefer to stay in Santharia. I didn't want to do an independent kingdom and if this does not work as is, I would prefer to rework it, not move it. But before I can do that, I need to know what is wrong, what makes it not fit.
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« Reply #5 on: 16 September 2009, 01:28:36 »

Fox, I'm on the way to the airport and I can only say, that I might have had a wrong impression when I skimmed very briefly over it, looking at the maps etc. I thought you were describing of a kingdom, and a recent one. I said, I didn't read it.

I still can't remember a map where I have agreed on other settlements than Thalambath and the town west from it. I conceded to a few farms east of it in your townentry, but thought had pointed out, that the oasis should not be part of it. Not to mention the settlements south from Thalambath (North of the Yar'dangs) or the Oka'Seri Swamp. If you need more place for stuff, think about that not much developed island.

I probably won't be here for the next few days. If I have some time left, I need to write some stuff for the RPG board.
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« Reply #6 on: 16 September 2009, 03:20:52 »

Well, first of all it would have been better to discuss the basic ideas first and then do a major entry. That usually helps to avoid major discrepancies on the realization of these ideas later.

Secondly I can't read the whole entry now, and I can't speak for Talia who obviously has her own ideas down there south.

Then again if you ask me the way I see it the basic idea seems to be to make Thalambath a "Sovereign Nation-State" as Fox calls it, or lets say: something that stands on its own, represents a distinctive entity down there south, and has its own political ideas, magical developments etc. I like that, it seems like a cool and fresh idea down there with that fantastic location next to the volcano and the whole myth about Thalambath's Heart etc. I guess the whole point of starting own magic concepts, writing the Places entry, explaining the "state organization" and people was to make it that special place in the Santharian context, and that the first magic ideas are part of the whole thing, which would work best in the whole context.

Personally I don't like the terms "state" and "nation" however, as they lead away from the Santharian duchies concepts (even though that's part of the intenion), but they remind more of Nybelmar, where we indeed have city-states. And that in my personal point of view looks a bit exotic in itself seen from the Santharian perspective. Especially the term "nation" doesn't sound very medieval to me. I'd go more for an own term perhaps that represents this special kind of "independent duchy", to have something unique. Like there are "caliphate" for "caliphs" etc. (Also you start off with saying that Thalambath is one of the oldest "kingdoms" in Santharia, which is quite misleading.)

So I don't have a lot of insight into the guys that are meant to populate the area and in the olace itself yet, but it definitely sounds interesting from the first glance in my eyes. Moving it entirely elsewhere would be troublesome, as what has been developed so far obviously had all this in mind already. But basically this is the territory of the Lady of the South, and this needs to be brought into accordance with the overall concept, so I guess there are a bunch of discussions necessary here.
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« Reply #7 on: 16 September 2009, 06:32:12 »

*looks in exhausted, family is so tiring*

Fox, I didn't say, your tribe couldn't be different and you know, I agreed with the different magic (if that is ok with the magic experts) as a counterpoint to Ximax and all the other cool stuff. It is the enlargement you suddenly bring on the table, the new additional cites in territories where I never have agreed to. And then you suddenly add several other places.

First wanted to do enhancement of the Thalambath we had already, then you made a quite large city out of it (bigger than the ecosystem would support and what would be reasonable for that area, but I supported this to an extent), then you added the western part, then the eastern farms. I think that should be enough. A major power there as you have planned it with that extension unbalances all apart from that it disturbs the idea of the Shendar, they are not just nomads who wander in  territories which belong to anybody, but are a true power themselves.

Find solutions which help you develop your ideas in the restricted area. That might be even more interesting. Sorry. I still think a colony somewhere could be helpful.

Art, as you can see from my last post, I don't have problems with Fox' cool ideas, but with where they should be realised.

*falls into bed*
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« Reply #8 on: 16 September 2009, 07:22:23 »

While I only skimread the entry, what I was interested by were the banners! Did you make those yourself?
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« Reply #9 on: 16 September 2009, 07:32:45 »

Talia: As I said, if it's the overall territory you have a problem with, then we can change that. I was trying to divide Truban up into lands that I thought were reasonable, but clearly I was wrong here.

The island is too far to really be part of it. It also doesn't make sense that the capital of Truban would have most of its territory in a location outside of the province. Nor do I think they be able to effectively manage it, that far away. Thank you for the offer, but I don't think that it could work.

Talia, I can wait until you are free. I'll do other stuff in the meantime. Don't worry about this if you are busy. I didn't want to impose.

Maybe we could use ICQ or something to discuss things sometime.


Art: The words can be changed. I'll try and think of something else then for that. Also, 'one of the oldest kingdoms'... technically, most of the provinces are all old kingdoms. At least that was my impression. Though, if it is misleading, I can change that line. Probably "was" would have been better here.


Deci: Yes I did.
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« Reply #10 on: 17 September 2009, 01:33:59 »

*folds arms and pouts*

I want such banner making skills!
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« Reply #11 on: 17 September 2009, 01:59:27 »

The Santharian provinces have not all directly developed from kingdoms, maybe in the south it's more like that, but the provincial borders are all different compared to prior kingdom borders and represent regional separations determined by the landscape and stuff.

Flags look cool BTW, but still a little too digital. The sign itself in the center BTW isn't actually part of the flag as it doesn't bend with the folds as it seems...
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« Reply #12 on: 17 September 2009, 03:01:53 »

The flags are done on a flat image (all in PS) and then the folds are done with the Burn tool, so there's no actual folding (they're mainly designed to look good at a very small size, and don't stand up to larger size viewing). I didn't really intend for them to go on the site, I'm just really bad with imagining COAs in my mind so I did a bunch of designs in PS till I found one I liked, and wrote from that. Those images were included to give a more visual representation here, but I didn't expect them to be used for the site. (I'm no Koldar here :))


« Last Edit: 17 September 2009, 03:07:55 by Fox » Logged
Ta`lia of the Seven Jewels
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« Reply #13 on: 29 September 2009, 16:55:54 »

Fox, before I dive deep in your entry I want to finish mine first, otherwise I get never something up. But so you can go on with yours, I just post a map and explain only a little bit, but basically what will work and what not.

The map is attached.

First: The Shendar are not just a bunch of wandering nomads, but a strong political force, though they would love to be able to keep to themselves. They have a half democratic system and a special representative at the Santhros' court, equal in rights (or nearly) to the thane. (the H'rul Zhaeón)

I do need all the space, for it will not work otherwise.
The Southern tribe of the Shen-Suii are not so much nomads who travel with their livestock, but life of selling salt (and coloured sand) to Strata and Thalambath, travelling between the Yar'Dangs and teh oasis. So if you have your borders right at the salt pan, you could harvest your own salt, which would be disastrous for them. I like to have a monopol on that salt. To do that effectively, they need the oasis there.

There could have been however fights/war about the are I marked a bit differently.

They go up, if the season allows it for hunting in the Oka'Seri Swamp, but would not consider that area as "theirs".

Oka'Seri Swamp: No way to have a settlement there. It is just not possible. In addition, you write about trade over the water via ships to Uderza - that is exactly what I do not want. The Shendar have, and that I have always emphasized, the monopol about the crossing of the desert. That is the only thing that really keeps them safe - that nobody else can venture through it just like this.

What I could give you is a stripe of land along the coast around this bay, like marked. A relict of  an outpost to defend against Strata. I don't think it makes sense to have a town in the middle of what should be mere sanddunes. Not even the Shen-Suii do there more than hunting snakes.

The uncoloured areas should just be so inhabitable, that nobody really wants to claim them. The Cloudforest I need for a later joined project. The northern areas are not correctly marked, just a quick hint.

The borders of Brendulan/Truban have changed somewhen after one of the last wars, have to look it up at another time.

I think my next project after that will be the provinces of Brendulan and Truban ;)

Hope that helps you to work on!
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #14 on: 05 November 2009, 15:31:38 »

Bringing this back up now that I've finished it.

The territory should now hopefully coincide with Talia's plans, we discussed things in PM and I think we came to an agreement. thumbup

Arti, I've come up with a culture-specific name, though there are still references of 'state' and 'nation' in the entry as it was hard to do without those words (I cannot call it a kingdom because it doesn't have a 'king' system, so nation/country are the only terms I can use there).



Talia: Don't worry about commenting on this if you don't have time. I don't mind letting it sit for awhile, I just wanted to update it to my newest version and get it out of the 'WIP' state.
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