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Author Topic: City of Ximax: Discussion  (Read 41177 times)
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Rayne (Alýr)
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« on: 30 December 2009, 14:42:13 »

You do not have to be a contributor to engage in discussion. I'm still looking for more people to help write this entry!


GUIDE LINES

1) Keep up with discussion: Read what people have written, and follow the discussion, especially when it pertains to something you’re doing. If, for whatever reason, you are unable to keep up with discussion, ask what has been discussed so far! If you want to PM me to ask me, that’s fine. I will not judge you—I know you have other things going on in your life. But I will be disappointed if you do not take responsibility for getting the information you need to participate in this project.

2) Keep up with deadlines: I know deadlines are awful, but you need to keep up with them in order for us to get this entry done efficiently. If you’re having trouble writing your piece, talk to me! If you’re having trouble, we can take about the piece you’re working on and generate some ideas. If something comes up, let me know and we can negotiate a deadline extension.

3) Talk to me: If you have any questions, issues, comments, breakdowns, identity crises, etc. let me know. My purpose here is not to make you feel bad or stress you out—I’m here to get this entry done, and I need all of you to help me do that. Your well-being is important to me, so please keep me in the loop!


ORGANIZATION

PERSONEL
Deklitch Hardin
Valan
Eldor Delrossa
Azhira
Mina
Ta'lia

CONTRIBUTORS
Xarl, Deklitch Hardin, Valan, Eldor Delrossa, Azhira, Mina, Talia, Bard Judith, Rayne Avalotus

CLAIMS
All sections EXCEPT the “Description” overview are claimable. Individual boroughs are now claimable--however, you MUST post what you plan to put in the borough you develop (try to limit it to one or two main attractions) so that we don't have overlapping boroughs. You can claim up to three pieces of the entry at one time (i.e. you can claim three, and once you finish one, you can claim another).

Dekltich Hardin
  • Inner Borough 4, Due 1/24
  • Outer Borough 4, Due 1/24
  • Inner Borough 2
  • Outer Borough 6
  • Tanner's Bend

Valan
  • Outer Borough 5, Edit due 1/18
  • Inner Borough 6, Due 2/6

Eldor Delrossa
  • Outer Borough 1
  • Inner Borough 5, Due 2/5

Talia
  • Cemeteries
  • Old Remnants

Bard Judith[/color]
  • Market Square

Rayne Avalotus
  • Inner Borough One
  • Resources
  • People
  • Climate
  • Inner Borough 6
  • Inner Borough 5
  • Description

Azhira:
  • Outer Borough 3
  • Outer Borough 2
  • The Sewers
  • Remnants of Old Ximax, Due 1/30

Mina
  • Inner Borough 3
  • Ximax Academy
  • Market Square
  • Tanner's Bend

Claimable Pieces
  • Coat of Arms
  • Myth/Lore
  • Overview
  • Inner Boroughs Description
  • Outer Boroughs Description
  • Outside and Under the City Description


DISCUSSION QUESTIONS:

Please refer to the WIP entry below as you are answering these questions--they sum up (roughly) the progress made in discussion thus far.

Gray = Decided Discussion Questions
Yellow = Active Discussion Questions

1) Description: What should each borough be named? List any and all ideas you may have for names and provide a brief explanations of how you constructed the name or where it came from.
Decision: If you are working on a borough, you have flexibility in determining the name for that borough. If you're stuck, post so that we can discuss!

2) Description: What kind of boroughs do we want to have (i.e. what should be in each borough. We should brainstorm ideas for boroughs--a list of everything that should be in the city--and then we can break these down into 12 for the 12 boroughs.
Decision: Please refer to discussion question 9 below.

3) People: What should the demographic of Ximax look like? Mostly humans, some orcs, occasionally dwarves…? Or do we want a more equal distribution of the primary races? What guilds should be represented in the city?
Decision: Section complete, but still open to commentary.

4) Coat of Arms: Please refer to the old entry. How should this description change? What do we want it to look like? What symbols should be included?

5) Climate: Please refer to the old entry. Do we still want this kind of climate, or should we opt for a more temperate climate? How would being on a plateau change weather conditions
Decision: Section complete, but still open to commentary.

6) Resources: Please refer to the old entry, and the entry below. Is there anything we want to add? Anything I've left out?
Decision: Section complete, but still open to commentary.

7) Myth/Lore: Please refer to the old entry. Do we want to include this story, re-write it, or do something different? - On Hold (will re-open when more of the entry has been completed)

8) History: Please scan the time table below. Are there any entries we should remove? Add? Change? - On Hold

9) Please refer to the current lists of boroughs and their listed content. Should any of the items listed be removed, and what can be added?
Decision: Descriptions agreed upon (still open to commentary). - ALL CLAIMED BOROUGHS DUE JANUARY 11TH

10) Should the City of Ximax be surrounded by walls? If so, how high/thick?

11) Should this entry have an "Attractions" section or something similar, to add more detail about the stores, taverns, and inns that add to Ximax's mystique?




XIMAX CITY

Overview:

Description: The City of Ximax shines as a beacon to all those with a penchant for the magical, elusive, and peculiar. For years, those wishing to enhance their wisdom of all things magic have journeyed far to enter through the tall gates into Ximax, which sits just east of the great Ximax Academy. Within the walls of Ximax travelers will find, quite literally, one of Santharia’s most enchanting cities.

The City of Ximax, which serves as home to nearly 50,000 residents, has an old and quite unique history, due in part to the Orb of Ximax. The Orb is an object of extreme power around which the Academy was constructed. The Orb has attracted mages for thousands of years, and it and the Academy continue to draw young and eager minds to learn magic. While the Orb and Academy continue to draw business into the economy of the city, the influence is not always entirely positive. A number of explosions pock the city’s history, the most recent of which decimated the city in a.S. 1480.

The City of Ximax originally contained the Academy entirely, with a thin inner city partitioned off with walls such that the average traveler could not enter. The Outer city consisted of three separate sections: Tanaman to the east, Deurenshill to the north and southwest, and Novorhall in the south. Because of the growth of the city, Tanaman extended farthest of any of the sections.

In a.S. 1480, Ximax experience is most devastating and mysterious explosions. It emenated from the Academy, and yet left the Academy unharmed. It destroyed the inner city and outer city almost entirely, leaving only one a piece of Tanaman, to the east, still intact. Strangely, almost no one was hurt, but the buildings were almost entirely blown away. The Academy, shocked and remorseful about the incident, offered to rebuild the city to placate the anger of the denizens of Ximax. And with the help of the Zirghurim dwarves, they did just that (though the city was moved a bit farther away from the Academy, for safety).

Today, the construction of many of the boroughs echoes typical Zirghurim design, with a little magic built in. Reconstruction began in the northwest and swept quickly to the southeast as the mages and dwarves built on what remained of the city--namely the boroughs of Feldstone and Hallowhall. Much of the city, then, is relatively new, though there are citizens whose families have been Ximxians for generations. With old resentments faded, the newness of the city has become a source of pride, a badge of honor representing the progressiveness of the city and its inhabitants.

Like the old city of Ximax, the new city has an inner and outer section, called the inner and outer boroughs. However, unlike the old city, the inner boroughs are not separated from the outer ones by walls--the entirety of the city is accessible to all who travel here. And in fact, the boroughs themselves have flexible borders, with one borough gradually melting into its neighbors.


Inner: [General Description]

Aferburgh (Inner Borough 1)
Nestled between Inner Borough 6 and Hollyale, and just north of Ettinsburgh, Aferburgh contains the most renown jewelry shops in the city. Here jewelers display their lovely pieces crafted of mithril, copper, silver, and gold, gleaming with all variety of gems, from the crimson heartstone, to the golden sunstone, to the green peridot. Those familiar with the city know the niche of each shop: some jewelers specialize in necklaces, while others may be expert gem-cutters, and there are even high-priced shops that sell special enchanted pieces.

The jewelry shops attract a number of visitors, particularly the opulent and affluent, and many other shops have popped up to appease their refine tastes: a number of hatters, purse-makers, and glove-makers have shops in this area of town, as well tailors and seamstresses who craft exquisite dresses from the highest quality fabrics. While the quality of products produced in Aferburgh is high, one should expect to pay in kind.

Aferburgh houses two guild halls. The Jeweler’s Guild, the smaller of the two, is rarely used, and its architecture resembles the other buildings’ so closely that it often appears like any other shop. Because the Jeweler’s Guild is not particularly active, the building is often rented out for special occasions. The Artificer’s Guild is a much larger hall, decorated on the outside with interlacing patterns, and even has statues flanking its entrance: on one side a female jeweler studying a ring, on the other a clock-maker winding gears. The building receives much use from the variety of jewelers and clock-makers who belong to it.

There are a number of small parks in the borough, where those traversing the streets may sit and rest. Some of these small parks even have elegant fountains and gazebos. Most of the population here is human, though an occasional gnome or dwarf is not uncommon.


Hollyale (Inner Borough 2)
Located between Aferburgh and Dukesberry is the borough known to the residents of Ximax as Hollyale, due to the high proportion of taverns and inns on its streets. It is north east of the central market square of Ximax and boasts high-class taverns and inns. As one gets closer to the outer borough of Underbelly, the quality of the taverns and inns decreases markedly.

The workers and owners of the inns and taverns of Ximax are represented by the Innkeepers' Guild. This guild, located in the northern section of Hollyale, sets standards for the quality of taverns and inns throughout the magic city. These established standards provide the public with an indication of the quality of service and maintenance of the facility for each tavern or inn. This guild also establishes minimum conditions for the workers in these establishments. The lowest standard is called the san, with the od, the copperbard, the silverbard and finally the goldbard being the other ratings in increasing level of quality. Only the wealthiest of individuals are able to frequent those taverns or inns rated as silverbard and goldbard.

One would be remiss to leave this borough without due consideration given to the temple of Jeyriall located within its streets. This temple is pyramidal in shape and has a cup engraved above its main entry. Paths through a small, cultivated ground takes the pilgrim past a small pond of still water through the main entry into the temple. The temple is built from granite with gold on the window trim, planter boxes and capstones. The granite and gold were brought in from the Steppe of Kruswick. The priestesses of the temple assist women who are ready to give birth and who request the services of the temple, regardless of whether or not they have other support available to them. Finally, the interior rooms of the temple are a store for a variety of foodstuffs for the citizens should another disaster befall the magical city.


Dukesbury (Inner Borough 3)
Immediately southeast of the city’s central market is the borough of Dukesbury. It houses not only the city's government, but also the government of Xaramon province.  Relatively few citizens make their homes here; those who do are often high-ranking bureaucrats. Several large residences are scattered throughout the borough, the homes of dukes during their visits to the city.  Insulated from the rest of the city by high walls and towers, these residences seem almost like small castles.  Ducal troops guard their entrances at all times, allowing entry only to those who have business with the dukes.

Located at the centre of Dukesbury, Governance Square is the heart of the borough, containing some of its most important buildings.  To the south, the Thane's Palace serves as the official residence of the reigning thane, although he often prefers his ducal residences.  Inspired by the Curonesta Palace of Milkengrad, it is built of white marble in the classical Helcrani style.  It was designed to impress, and does so very well.  In addition to numerous rooms where bureaucrats work out the details of governance, it also houses a grand audience chamber where the thane holds court.  At the other end of the square is the City Hall.  Unlike the palace, it is built mostly from local granite in a more modern style, incorporating elements of Volkek-oshra and Zirghurim architecture, but the overall effect is no less impressive.  The city council meet here regularly, often accompanied by local notables, to see to the administration of the city. 

Two great temples are located to the east of the square.  The first is dedicated to Armeros in his role as the god of judgment.  While fortified in the manner typical of armourwains, it functions as a court of justice.  At the head of the main court chamber, a giant statue of the Just One watches over all proceedings.  Next to the armourwain stands a temple of Foiros, the god of Sun who represents the inner strength to resist lust and desire. Each day, many devotees come to pray for his help in guarding against worldly temptations. Made of white marble accented with gold, the temple presents a stunning sight under the light of Injèrá. At night, numerous small fires keep it illuminated.

Finally, two guilds have their headquarters in the borough. Not far from wealthy Middleton, the Bankers' Guild has largely taken over a street, lining it with guild members’ businesses.  The guild hall is located here as well, its ornate facade displaying the guild’s wealth. A short distance away, the rather grand headquarters of the Librarians' Guild reflects the respect commanded by the guild.  It has a small archive that holds some of the most valuable writings in the guild's possession, including the historical city charters. Despite the guild’s location, the guild members are more often found elsewhere in the city, or at the Academy.


Middleton (Inner Borough 4)
Nestled between Dukesbury and Inner Borough 5 and north of Homestead, lies Middleton. The borough is easily identified by its collection of upper class, two-story houses built primarily in the Centoraurian style. These Centoraurian buildings are constructed of granite and marble, and as in other parts of Xaramon province, the style borrows heavily from the Helcrani.

In order to protect themselves from the peasants of Homestead and the seedy underbelly of Ximax’s Underside, the residents of Middleton (often called Middletonians) have followed the Helcrani practice of building walls. Rather than constructing these walls around individual buildings or houses, Middletonians have instead encircled their entire residential district. To further prevent riff-raff, they employ armed guards to patrol the inside of their gated community.

Within the walled part of their borough lies a popular coffee house. Named “Marcalm’s” after the Erpheronian who owns it, the shop serves as a meeting place for residents. After some Middletonians expressed worry for their 'poor brothers and sisters' in Homestead, a temple to Nehtor was established outside of the gated and walled part of their borough. This temple houses a small infirmary that will gladly treat any Ximaxian, regardless of station.

Finally, Middleton is home to a small music hall. Like the temple and infirmary, it lies outside of the walled and gated part of the borough. Here, the residents of Ximax watch various types of entertainment, which tend to combine music, dance and drama into a continuous story. In addition, this music hall is home to the Dancer's Guild. Despite the name, this guild serves not only dancers, but also for musicians, actors and all kinds of performers who call Ximax home.



Maejsend (Borough 5)
Originally called Mage’s End, the name of this borough has changed over time and now goes by Maejsend. Lying to the east of its sister-borough, Hallowhall, much of the west of Maejsend was once part of Old Ximax, and continues to tailor to the magically-inclined. The inhabitance of the borough tend to be older magi, many of whom are eccentric, stubborn, and/or ornery. All of these particular traits are manifested in the creation of a Mage Guild Hall, which few mages actually go to, but whom the old resident mages insist upon having. It lies close to the border of Hallowhall, and while it is small, its decoration in ornate with engravings of the elements of fire, water, earth, and wind. It is said that the light and shadow created by the engravings represent the dual forces of xeua and ecua.

The heart of the borough is filled with a number of magic shops specializing in all sorts of things for the average magic-user. There are reagent shops, selling beach sand, sea water, various crystals (aquamarine, quartz, topaz, etc.), small mirrors, ether-flake, sulphur, ashes, candles, etc.. Potion shops supply not only a host of herb-related reagents, such as rosemint leaves, wizard leaf, and fa’yale sprigs, but also a host of alchemical equipment and concoctions.

While a great deal of the borough is new, much of the originally connivance of the old structures persists. While a great deal of the heart of Maejsend is filled with magic shops, there are said to be a number of underground organizations, the most notorious of which is the mage’s fighting ring. According to rumors, this fighting ring pits young mages eager to earn a little coin against one another to fight. While strictly forbidden by the Academy, the ring continues to thrive, and is perhaps reason for the infirmary on the fringes of the borough, near a Temple to Eyasha.

The Temple to Eyasha is a powerfully peaceful place; its tall spire rises above the borough buildings, but much of the sides are opened and are designed to catch the wind, sending it spiraling through the interior, down to the garden that lies at the heart of the temple. This garden is filled with fountains, babbling peacefully, and wind chimes that turn the currents into soft, silvery song. At night candles, protected by tall glass tubes, are lit, illuminating the garden softly.



Tymeside (Borough 6)
Often called “Clocktown” or “Tick-tock borough,” Tymeside is renown for its collection of watchmakers. While the art of watch-craft is not the only business here, it is by far the most prominent, and some of the watchmakers are renown throughout Santharia for their delicacy and skill. To the south, Tymeside shares a border with Inner Borough 5, and the eccentricities seem to pass seamlessly from one borough into another. While the skill of the clockmakers of Tymeside are highly regarded, most visitors cannot deny a certain queerness to the bunch.

The borough shares its eastern edge (as well as an aesthetic of accuracy and precision) with Aferburgh, the borough of jewelers. The two boroughs share resources, and members of both the jeweler and clock trade occasionally meet in the prestigious Artificers Guild, whose headquarters lies in Aferburgh near their shared border. While this guild is the more prominent association, Tymeside also boasts its own guild hall nearer to the interior of the borough: The Clockmaker’s Guild. The headquarters, which is small but intricately decorated with metal trimmings and a floral motif, is lovely but frequently empty. Having moved into the city after the Artificer’s guild, it’s been slow to grow in size, but claims a modest membership.

Besides clock and watch shops, other stores crowd the interior of this little borough. While the number of jewelers in Tymeside pales in comparison to Aferburgh, there are still a healthy number. Closer to the border with Inner Borough 5 lay a number of magic shops selling wands, staves, robes, and small, intricate containers in which a mage may store her silver dust and other reagents.

The population of Tymeside is overwhelmingly human, though there are a few gnomes here and there. The character of the population, though, is of greater note. The entire borough seems to remain quiet until precisely 6 in the morning, at which point almost all the shops seem to open simultaneously. Around noon, the shops all close, only to open precisely half an hour later. The borough runs on a strict schedule, but don’t worry: if your uncertain of the time, you will most certainly find someone here to tell you.




Outer: [General Description]

Ettinsburgh (Outer Borough 1)
Ettinsburgh is the northernmost borough of the City of Ximax, adjacent to Feldstone and Gate Side, and Aferburgh. Masons make up the largest population here, and most of the city’s granite and other building supplies are brought to this area of Ximax. Scattered throughout the borough are large family-owned workshops where a single family works together to cut granite, saw wood, and organize building supplies. Surrounding these buildings are many smaller workshops where masons put together simple parts for structures and plan out future projects.

In the center of the borough, a large white building provides a space where the Mason’s Guild can convene to plan their next large projects in Ximax. The large granite building is rectangular, with four wings surrounding the circular chamber of the commons. The building arches upward, forming a dome-like structure at the top, with a large window at the top to let sunlight in. The main meeting room is in the upper right wing, with an eatery in the southeastern wing, and a large recreational room covering the entire west wing.

Out of pride, the majority of the masons (mostly those in the Mason’s Guild) build their own houses, however simple. Most of these houses are in the southwestern corner of the borough in order to avoid the bustle of the supply roads in the north and east. Architects often visit the borough, working closely with masons in constructing and repairing city buildings. Because of the abundant masonic activity, a high population of dwarves inhabits this borough. In fact, Ettinsburgh holds a great a sizable amount of the city’s dwarf population. Dwarves make up approximately forty-five percent of the borough’s population, while humans make up fifty percent and orcs make up around three percent, leaving the other races to fill in the remaining percentage.

As a further result of the abundance of dwarves in this borough, Ettinsburgh is filled with many statues and monuments to Trum-Baroll, including a bustling temple located in the northern part of the borough. This simple square building is made with a mixture of varying metals and stones, such as copper, steel, and granite, to show respect to the Great Forger. On the night when the moon is at its fullest in every month, the dwarves celebrate the CorunvilDen. During this time, tools are put away and Ettingburgh is ebullient with laughter and cheer.


Gate Side (Outer Borough 2)
Gate Side, also called “The Gate,” witnesses most of the traffic entering and exiting the city. A popular borough for new arrivals, it houses many of the establishments that visitors to the city most often require: stables, blacksmiths and general merchandise stores. The Ximaxian Militia keeps its headquarters here, with official guards constantly patrolling from watchtowers that rise up on either side of the gate like imposing sentinels. City guardsmen are housed within these towers at all hours with guards on the ground inspecting and questioning any suspicious character seeking to enter the city.

Upon entering the gates, visitors first encounter the stables: while mostly housing horses mostly, the stables also keep room for cattle, goats and sheep. For a modest fee, stable hands will feed and watch over these animals while their owners do business elsewhere in the city. In addition, blacksmith shops do good business making and repairing goods such as weapons, wagon parts, and horse shoes. General merchandise vendors also find Gate Side a thriving place for customers as they advertise their wares to restock travelers and wagons. Caravans and wagons may rest within the city walls near the stables under guard watch.

The Ximaxian Militia has one of their main headquarters in Gate Side and are housed within a temple to the fire god Armeros, representing warfare, conflict and justice. The temple itself, known as an Armorwain, is a grand structure made of heavy blocks of white marble with four large columns of steel along the north entrance. The Armorwain has a barracks for the Watch officers, an armory, four guard towers on each corner of the building and its own special stables for the Militia horsemen. The Armorwain functions nowadays as a court of justice trying cases and settling disputes within the outer boroughs of the city. Clerics and paladins in service to Armeros guard the temple day and night and are ready at a moment's notice to quell trouble.


Underside (Outer Borough 3)
The borough known as the "Underside" among Ximaxian residents is aptly named. This section of the city is said to harbor much of the seedy underbelly of the city. The Underside is poor, with mostly run down and dilapidated structures that house beggars, down-on-their-luck commoners and those who wish to keep their presence and business strictly secret. Of course, the Underside is also said to be home to many secretive criminal enterprises such as the Thieves Guild and smuggling operations. The city watch rarely ventures into the Underside unless there is an extreme disturbance, and even then, only go in when the full rays of the Injera can keep the shadows at bay. Nighttime in the Underside is when the rats come out to play.

The Underside does have its uses, despite the nefarious reputation it possesses. Of importance to the city is a shrine of Queprur, "Goddess of the Scythe.” The borough locals call the temple by another name, "The Deader House" or, less respectfully, "The Ratqueen's Hole.” The shrine, located in a slightly more respectful area of the borough, houses a large morgue where the citizens of the city may bring their dead (or dying). Situated almost directly in the center of the borough, the shrine is an imposing structure made of rough, black stone that seems carved of night itself. Pale red windows stained with dust block most sunshine from ever entering the shrine. Inside, the clerics prepare corpses for burial, and inter them behind the borough walls in the massive city cemetery known as the "Cold Ground.” Clerics guard the cemetery at all times lest unsavory dead worshipers rob the graves of their inhabitants. Many whisper that necromancers sometimes haunt the Cold Ground at night, casting spells of sleep upon the guards. This has given rise to rumors of a secret necromancer guild somewhere in the borough, sanctioned by certain mage guilds. Such proof has never been discovered, however, but the rumors never seem to die.

The so-called "Thieves Guild" is also said to call the Underside home. No one has ever discovered proof of the guild's whereabouts or members, but like the necromancer’s hovel, rumours continue to circulate. The borough is a sure place for such underhanded organizations since the city watch rarely patrol the area and most citizens of the borough know to keep their mouths shut about the business of the various shady taverns and brothels. It is said that the notorious Erpheronian outlaw Seejay the Pincher runs a profitable business of smuggling within the Underside. Locals say Seejay will smuggle most anything around the city using the sewers and back alleys as routes to wherever she needs to go. Her trade includes nightshade powder, magic relics, stolen goods and even corpses. Some say she has control over much of the criminal activity of the city, even influencing certain nobles and powerful magi of the academy. The city watch has declared Seejay a wanted criminal to be put to the death if caught, and those who follow her.


Homestead (Outer Borough Four)
The borough of Homestead lies south of Middleton and is between Underside and Hallowhall. It is here where most of the people who work in the various shops and guilds in Ximax live and play. Unlike Middleton, with its ordered streets and gated community, Homestead has open spaces around the one- to two-story houses that make up this borough. Like Middleton, these houses are built in the Centoraurian style.

As is the case with the Ximax Academy students, the children and youth of Ximax City enjoy playing a range of games in the streets, as well as in the recreational hall and on the recreational field of Homestead. Such games include Breakitdown, Kikkitdown, Goal Ball and Kikkit and most of the guilds throughout Ximax City have teams of young apprentices that compete against one another in the various games. There are even occasionally sports competitions with the younger mages from the Academy.

On the outer edges of Homestead, a grove of trees comprise a sacred shrine to Arvins, God of the Hunt. The Centoraurian Rhodjah Vandageldah tends to the grove in order to keep it in pristine condition for the worship of Arvins. Homestead also has a small infirmary, but because of the better stocked and resourced infirmary in Middleton, it is only occasionally used. It often serves the community by caring for those injured in sports played in the recreation field or hall.



Hallowhall (Outer Borough 5)
One the two boroughs still in use following the infamous explosion in 1482 a.S. (neighbouring Feldstone is the other), Hallowhall is the only outer borough associated with the Academy of Magic to any visible and admitted degree; or, more precisely, with its students. Found along the streets and alleys of its tall, stately buildings are several taverns including the infamous “Wasted Wizard” and “Valgure's Magical Emporium.”

Hallowhall’s buildings are all very square structures. Made of local granite, they do not feature much of the fanciful construction found in newer districts, though some old buildings have been extended or "renovated,” much to the distaste of some older citizens. Notably, the borough’s structures have rather flat roofs, and the buildings themselves grow taller toward the old inner city to the west. Most of the older streets within the district wind and twist around buildings in a maze-like way, except near the borders where the newer construction has forced them straight. This causes the innermost roads to take on a shadowy appearance. Fortunately the darkness is minimized by legions of lanterns hanging from brackets on walls and outside storefronts, which are lit much earlier in the evening than in other areas of the city.

By night, Hallowhall is one of the most luminous and bustling districts: the inns provide weary travelers a cheap place to rest, while the taverns attract many from neighbouring boroughs after the day’s light has grown dim.

Hallowhall also houses a very small temple, located not far from the Wasted Wizard, dedicated to Aniyla Everbright. The small building that houses the Everbright Cult seems rather unassuming from the outside, but upon closer inspection, it is festooned with glittering lanterns and candles both inside and out. The temple itself is built over one of the more extended sections of the old catacombs, and extends underneath the streets in addition to its modest aboveground fixture. Rumors abound about magical monstrosities living in this section of the catacombs but despite several recent searches, the existence of these creatures remains unproven, and they are presumed fictional.

Much of Hallowhall’s population is human, though its inns and taverns easily attract more exotic clientele to the region. Many of the residents of Hallowhall live above their establishments, and the region is closely tied with its neighbour, Feldstone. Any stonework or building done in Hallowhall makes almost exclusive use of masons and architects from Feldstone because these workers are considered to be more familiar with the designs than "outside" help. Workers from Feldstone were the first to help repair damage within Hallowhall after the catastrophic destruction of the city.


Feldstone (Outer Borough 6)
As with its neighboring borough of Hallowhall, Feldstone is one of the two boroughs still in use following the 1482 a.S. explosion. Other neighboring boroughs include Ettinsburgh and Inner Burough 6. Home to the architects and masons of Ximax, Feldstone has an eclectic set of buildings that displays the origins of the builders and architects. Nowhere else in Ximax, or indeed Santharia, can you see the building styles of the Kyranians, Avennorians, Centoraurians, Erpheronians, Helcrani and Zirghurim Dwarves side by side. The studios and shops of the architects together with the shops of the masons of Ximax are located in Feldstone.

The Archiects' Guild is also found in this borough, and is an impressive three-story building made of granite and sandstone. Although this guild exclusively deals with the interests of the architects, it has a close working relationship with the Masons' Guild located in nearby Ettinsburgh. Many of the architects who work in this borough go to either Middletown or Homestead, based on where their houses are, although most architect's studios and shops have sleeping quarters attached, in case the architects have to 'light the darkreign candle' and work through the night to complete jobs for clients.

A small, rough tavern has been built in recent times in the centre of Feldstone. This building is highly regarded among the architects and masons for having cold ales, tasty stews and the occasional Fymbal floozy seeking to learn the trade of masonry or architecture from the master artisans among the local trades.




Outside and Under the City: [General Description]
The Sewers (Rat Tunnels)
Ordinarily, the sewer system under the city of Ximax would not be something worth documenting. Sewers, by nature, are dank--full of horrid odours and dangerously large rats. However, the sewers of Ximax, also affectionately called the Sludge Pits or the Rat Tunnels, hold many secrets unknown to those living above on the surface. Sightings of strange creatures, mysterious ruins and hidden treasures have lured many an adventurer into the city's dark underworld. It is said that parts of the sewers are actually ruins from an ancient under-city that modern Ximax was built atop of. The nature of this supposed under-city has yet to be determined and is disregarded by most sages of ancient lore as mere rumour.

Of the many sightings of creatures that stalk the tunnels, the ones most familiar to most surfacers are the Rat Brownies. Gratcha Swath, a noted Rat Brownie researcher, claimed to have documented over twelve clans of Rat Brownies, all living in various sections and depths of the cesspools. One of the most documented is the Lurks-in-Bone clan, a relatively friendly and oft-sighted group. Rumor has it that the Lurks-in-Bone clan have a sort of trade relationship with some of the beggars and homeless children of the Underside borough. According to Gratcha, the Rat Brownies take offerings of scraps and food in exchange for lost coins and trinkets that they find in the depths of the drainage outlets.

The sewers also have a nefarious reputation among the citizens as being a convenient hideout for criminal gangs and smugglers. The sewers run underneath every city borough and the tunnels often function as means of travel for those who wish to avoid attention, or more specifically, the city watch. In addition, many a story has been told of dark, shadowy creatures who dwell there. Ghosts of those unfortunate victims dumped in the sewers, zombies, Mystrans and slimers all are said to live in the deep recesses and broken tunnels. To keep the sewers safe guarded against curious trespassers, the city watch locks all sewer entrances and posts warning signs not to venture within.


Tanner's Bend
-Place for tanners

Cemeteries
With the exception of the old Shrine of Queprur in the borough of Middleton, where the town‘s famous persons are resting in elaborate sarcophagi in a vast crypt under the shrine, all citizens of Ximax are buried or cremated at the big graveyard called “Cold Ground” in the southeast of the town, near the outer borders of the borough of Underside. A broad road leads from the temple of Queprur in Underside to the main entrance gate of the cemetery, stretching further on till the far end, where the crematory is located, dividing the burial ground this way in two halves.   

The cemetery has walls, about two peds high, around its entire area to protect the graves against unwanted intruders, be it wild animals or thieves. Inside are more walls, higher, better built and often decorated. They divide the cemetery in several areas, so that each class has its enclosed place, where is ensured, that the wealthy of any race can rest in piece, undisturbed by the frequent visits of the lower classes.

When entering the cemetery through the main entrance gate, the view is immediately drawn to the centre, where tall dark slender fir trees are flanking the two areas on each side of the road. Here the rich and famous have found their last resting place. Family graves, little house-like buildings out of polished granite and marble with pillars, statues and arches can be found.  It is possible to enter these little houses, often some stairs lead to a lowered ground inside. There one can see, one above the other and side by side, panels with the name of the deceased, behind them the corpse preserved for a long time. Outside each little place is framed with a small, decorative fence out of blackened iron, a low wall or a neatly cut hedge, around the monument flowers and small shrubs are arranged as in a tiny garden.  Once, when the graveyard was opened and the first of these monuments were built, some of the citizens of Ximax called it ironically Bones‘ residency. This name stuck to the place, though shortened to residency only. 

Closer to the town, right between the wall bordering the borough and the one enclosing the area of the rich, called necropolis, the middle class is laying their relatives to rest . There each coffins has a little space in simple, rectangular buildings, which are build around a small yard. Those who have not enough money to buy the space for a grave, are cremated, but might have a plaque with their name on the outer wall of the graveyard.



Remnants of Old Ximax
What is now called “Old Remnants“ or just “Remnants“ was once the outer city of Ximax, at times, when the magical academy was still in the centre of the town, as it has been until around the ascension of Santhros the Great to the throne of Santharia.

Now there are two main areas, the Southern Pastures and the Western Orchards.

From the Southeast to the Southwest, where the poorer people had loved before the destruction are wide pastures, with some shrubs and an occasional tree in between and provide Ximax with milk and meat.

The North and West and East of the ‘Remnants‘: There richer people had had their houses there, build of stone and other good materials. There often just the roofs and the upper stories were damaged, where the lower stores and the cellars stayed more or less intact. Not knowing what caused the explosion and fearing a magical taint, nothing except Hallowhall was rebuild. So vines and creepers of all sorts conquered the ruins including wild ivy, climbing roses, the false heart and the night shimmer. For a longtime the place was considered as haunted and a dangerous place to go. The false heart was said to draw its colour out of the dead from the explosion, but the worst was the night shimmer vine with its strange qualities, the milky white radiance of its flowers with their shivering dance and the addictive fragrance which caused the death of many not knowing its danger. What was also growing there were vine wines though, especially the sweetsip. When the explosion was history for a long time, this vine gave around fifty years ago an adventures young fymbel woman the idea, that if this vine grew well there, others might as well. Nowadays, the ruins are still covered with climbers in every shade of green, with pink, red and white dots where the roses grow, but in-between, the area has been cleared and fruit trees, tomatoes and other vegetables are grown in a sheltered environment, ripen much earlier than elsewhere and last longer.



Ximax Academy
The Magical Academy is the foremost school of magic in Santharia, as well as one of the best known parts of the city.  Indeed, when one thinks of Ximax, the Academy is often one of the first things to come to mind.  This is not without reason, for the Academy is an important part of the city, and its magi often played important roles in the city's history.  The typical citizen will be quick to point out, however, that despite this close relationship, they do have their own distinct identity, and do not appreciate being grouped together with the magi, whatever their personal feelings towards them might be. 

Originally, the Academy was located at the center of the city, protected by the fortress-like buildings of the old Inner City.  This changed following the 1482 a.s. incident, which saw most of the old Inner City destroyed or damaged beyond repair and lead to the city being rebuilt a safe distance from the Academy.  Now, the Academy is no longer located within the city proper, but instead a few minutes' walk southwest of Hallowhall borough - close enough to be easily accessible should one need to do so, but far enough for the rest of the city to avoid being damaged any potential magical accidents again. 




Places of Interest: [General Description]

  • The Wasted Wizard, located twixt Shard Street and Xazure Lane in Hallowhall, was purportedly built on the original campsite of the founders of the city, a claim several rival establishments dispute quite hotly. The Academy has given no credence to any of these rumors reporting instead that the old records are “painfully inaccurate and fragmented." Regardless, all agree that the Wasted Wizard is the oldest tavern still standing in Ximax, a fact which residents from other boroughs do their best to ignore. Established c. 150 a.S. the tavern has survived several dozen incidents of accidental property damage, at least one attempted arson and the usual wear and tear associated with a tavern, in addition to any “strangeness” attached to its arcane patronage.
  • Valgure's Magical Emporium is an old, established store located in XXX, catering to the magi of academy. The store is quite large, equal in size to a small manor as the store is built both above and underground. While not the most meticulously organized store, Valgure's is well known for it's ability to have almost any relatively common supplies in stock, bet it clothing, parchment or vellum, books, staves or reagents. The proprietors are also willing to procure less common items for the right price. Valgure's has been established long enough that the Academy has done a brisk if minimal trade with them since 1400 a.S.
  • Jethro's Northerly Noshes, a small, hole in the wall, eatery can be found in the borough of XXX.  What makes this place special is not the food, nor the location, or even the owner and cook.  No, what makes Jethro's famous is the history behind the place.  The original Jethro (as over the years, there have been several "Jethros") was a man from the far north; a Remusian it was later learned.  How he had made his way to Ximax, or why, is long forgotten.  But, Jethro had built himself a fine reputation for creating fine exotic food.  It soon became the place to eat for the elite magi of the time.  What no one at the time knew, but were soon to find out, was that Jethro, like most Remusians, had a deep seated hatred of magi and magic.

    It started innocently enough, a few magi became ill.  Then more became ill, and the degree of the affliction was to become much worse.  When deaths began to occur, an investigation was started.  It did not take long to discover that all those who were succumbing to this mysterious illness were all regular customers of Jethro's establishment.  After a quick interrogation of the Remusian, who not only did not deny the charges but was rather proud of what he had done, even disappointed that he had not succeeded in killing more magi, he was imprisoned.  This imprisonment only lasted for a few weeks, however, when his body was discovered in his cell, a look of absolute terror frozen on his features.

    The mystery of his death, and the notoriety of the crimes to begin with, made Jethro's eatery a place of fascination.  Many people came just to see the place where these murders happened.  So, rather than shut it down, an enterprising Ximaxian kept the place open and resumed selling meals.

    Over the years, the menu has changed.  No longer is exotic Remusian and northern food served, though some of the names of dishes still hearken back to that time in the eatery's history.  Wicked Wison Stew (which contains no wison meat) is still a local favourite, as is Remusian Roasted Taenish and a Snowy Salad (a green leaf salad with a generous topping of white cheese grated on top).



Location:
The Magical City rests atop the Ximaxian Plateau, a wide stretch of flat land between the Zirkumire and Magic Sickle mountain ranges. It is the capital of the Santharian province of Xaramon. From afar, the city stands tall, only party shaded by the tower of Ximax Academy just southwest of where it lies.



People:
The people of the City of Ximax are known for being a friendly if not slightly eccentric. They take pride in being so close to the famous Magical Academy, which houses some of the most powerful magi in all of Caelereth, and yet they do not consider themselves a town of magi. They have an identity connected to by not identical with the Academy: both sprung from similar roots (Ximan and the Ximax Orb), but since the formation of the city, the citizens have forged a independent identity all their own.

The Academy and the people of Ximax have a love-hate relationship. While the people of Ximax share roots and take pride in the Academy, the institution has also caused trouble enough to give the people of Ximax plenty of reason to complain about it and its occupants. In 1482 a.s., an explosion from Ximax disintegrated most of the old city, leaving the citizens without shelter. The magi of Ximax helped to rebuild the city at a distance from the Academy, but some resentment still remains. It should be noted that, while this explosion was the most destructive, it was not the first accident originating from the Academy. In fact, even today, most citizens of Ximax avoid the boroughs frequented my magi.

With so much magic in and around Ximax, the city is a place where just about anything can happen, a quality of which most citizens are extremely proud. While many cities and peoples suspect magic and magical arts, the people of Ximax more or less embrace it, and such approval seems to somehow make the city all the more magical and exotic.

Races:
Humans: Like most large cities in Santharia, Ximax is primarily human (about 70% of the total population). Many of these humans are Centoraurians who gave up their nomadic ways for the city life, but the city also harbours a healthy population of Erpheronians--mostly merchants and traders who came to Ximax on business and decided to stay.

Orcs: While the humans may make up the majority of Ximax’s population, the Volkek-Oshra have dwelled in the city longer than any other race. To this day, they make up about 15% of the population, but this percentage may be skewed as they are difficult to count because of their living habits. Volkek-Oshra live primarily underground in the catacombs that underlie the city and the Academy, and in the boroughs frequented by magi. There they find greater acceptance by the local magicians who respect them for their knowledge and skill. There is also some rumours that the Volkek-Oshra run the Necromancer’s Guild that allegedly exists within the city, though no one has affirmed its existence.

Dwarves: Among the founder of Ximax City and the Magical Academy is Ungur Firehands. The Zirghurim Dwarves are said to be his descendants, and though they were the primary builders of the city during its original construction, many had returned to the Zurkmire Mountains surrounding the city in the years following its completion. When the City began reconstruction in 1483 a.S., after the explosion that wiped out most of the old city, many Zirghurim Dwarves were employed along with Ximax magi, and many of these builders remained, becoming denizens of the city. These dwarves, which may make up as much as 10% of Ximax’s population, reside primarily in the northern boroughs.

Little People: Hobbits, Brownies, and Gnomes also occupy the city, though at a very small minority. Many of the smaller citizens, particularly the hobbits, are actually of mixed blood, usually part human. Hobbits are more commonly seen around the inns and taverns, where they work running establishments famous for hospitality and good cooking. Most of the Browniin residents are rat brownies, there are a few Brownies who live and work in the banker’s boroughs, being experts in accounting and numbers. Gnomes, particularly Dalan gnomes, occupy parts of the northern inner boroughs, and parts of the magic boroughs, commonly working as watch-makers and potion masters. All together, these small citizens are estimated to make up 4 or 5% of the city’s population.

Elves: Elves make up a very small minority of the city’s population, and in fact any resident you might find is no doubt somehow connected to the Ximax Academy. Elves are generally viewed as suspect by most of the citizens of Ximax, and while the city may not be inhospitable to members of this race, the general tendencies of elves keep them from blending in or socializing well with many other occupants of the city. Elves, on average, make up less than 1% of the city’s population.

Guilds:
Ximax City is home to a plethora of guilds. Below is a list of those within the city:

Mason's Guild: One of the oldest guilds in the city, the Mason’s guild was founded by the Zirghurim Dwarves who constructed the original city, and has always been run, more or less, by these dwarves. Like most guilds, their old building was destroyed in the 1482 accident, and the building in Ettinsburgh is relatively new. This guild includes masons and textile producers. While the guild functions autonomously, it has a very intimate connection with the Architect’s Guild.

Architect's Guild: One of the newer Guilds, the Architect’s guild was founded sometime before the 1482 incident, but has only only bee around for a few hundred years. It was created by both dwarven and human architects who noticed differing architectural styles working their way into newer constructions in the city. Following 1482, the guild grew in numbers as many individuals employed for the city’s reconstruction, including a large amount of Zirghurim Dwarves, joined. The Architect’s Guild lies in Feldstone, where most of the city’s architects have their shops and studios. While the guild includes architects exclusively, it works closely with the Mason's Guild.

Jeweler's Guild: A rather small and less active guild, the Jeweler’s Guild operates out of a small building in Aferburgh. While the guild has a fair number of members, it remains fairly unused. Because the population of jewelers works closely with and often overlaps the population of watch-makers and clock-workers, the larger Artificer’s Guild tends to be more active than either the Jeweler’s Guild or the Clock-Worker’s Guild.

Clock-Worker's Guild: Smaller than even the Jeweler’s Guild, the Clock-worker’s guild is relatively inactive. It includes all those who make time-pieces, including clocks and watches, and has traditionally been run by a small, recluse gnomish family. The guild is relative new, created in the early 1400s well after the Artificer’s Guild, which probably affected its flagging popularity. Located in Inner Borough 6, it suffers from many of the same problems as the Jeweler’s Guild and members are often more active in the larger Artificer’s Guild.

Artificer's Guild: The Artificer’s Guild, located in Inner Borough 6, includes members of both the Clock-worker's Guild and Jeweler's Guild, and tends to be more active than either of these smaller guilds. Until the 1200s b.S., the Jeweler’s guild was more prominent, but as more and more individuals took up making watches and clocks, a group from the Jeweler’s guild created an off-shoot that could include the new trade. The Clock-maker’s guild came later, and never really found its niche. The Artificer’s Guild has grown quickly, and today is one of the largest and most active guilds in the city.

Librarian's Guild: The Ximax chapter of the Librarian’s Guild, one of Santharia’s oldest guilds, has a rather grand building in Dukesbury, and houses a number of historical texts. The guild has existed in the city for many centuries and remains one of the most respected. While the guild’s building is surrounded by governmental buildings and banks, many of its members live at the nearby Academy in the Library Tower, or else in the many bookshops in the southwest boroughs frequented by magi.

Banker's Guild: Located near the Librarian’s Guild in Dukesbury, the Banker’s Guild remains a respected but extremely secretive guild, sharing information on investments and interests. While the guild deals primarily with banking, it includes accountants and number-crunchers, as well. Though respected, the guild does not have as old a history as, say, the Librarians Guild. The guild itself was formed in Ximax from the root guild in New-Santhala around 1350 a.S.

Innkeepers Guild: One of the most expansive guilds, the Innkeeper’s Guild has a cozy building in Hollyale. Although active, the guild is not necessarily taken seriously. Most guild meetings involve gossip among the many convivial members of the guild, who share tea and delicious baked goods. The guild is fairly old, originally started in 1285 a.S. by a half-hobbit innkeeper and his wife.

Dancer's Guild: An off-shoot of a Bardavos Guild, the Dancer’s Guild has a small building connected to a theatre in Middleton. Despite the name, the guild accepts all performers, including actors and musicians, who occupy the city, primarily because the population of dancers is extremely small. Because of how informal and small the guild is, and because its building contains a theatre stage and music hall, no one is quite sure when the guild came to Ximax.

Merchant's Guild: Supposedly containing most shopkeepers, innkeepers, and bankers, the Merchant Guild seems impossibly huge. However, because of its size, it is also utterly dysfunctional. The guild had been fairly active when the city was still small, but as Ximax grew, it became too big to manage, and has since fallen apart. The guild does have a building in Aferburgh, but it is often rented out for gatherings and receptions, and is otherwise rarely used.


Necromancer's Guild:
Thief's Guild: It is rumoured the Ximax harbours a Theif’s Guild. Many of the inns, taverns, and brothels in Underside are said to act as fronts to the guild, which is said to have existed in the city almost from the beginning. The guild is said to be underground, secretive, and very selective of its members, ensuring that it remains safe from those who seek to extirpate the organization.



Coat of Arms/Sign:
Symbols: 12-pointed star, sickle



Climate:
The City of Ximax rests atop the Ximaxian plateau and, despite being on something of a peninsula, is surrounded by the Zurkmire Mountains to the north and the Magical Sickle Mountain Range to the south.  While coastal cities generally experience humidity and rains from the ocean, the unique landscape around the city prevents frequent rainfall and humidity. Most of the air’s moisture falls as rain before storm clouds can pass over the surrounding mountain ranges. However, the surround waters do allow Ximax a rather temperature climate.

The city is generally cool, due to a higher elevation, though rarely experiences freezing temperatures, which may only come once every couple years. Because of the low rainfall, the land is relatively dry, though the area is rich is aquifers just below the surface. These aquifers provide water to the citizens of Ximax and to the livestock grazing just beyond its borders. Much of the flora on the plateau are hardy grasses and trees able to sustain themselves on very little rainfall, which may come only 5 or 6 times per year.




Resources:
Of all the resources of the City of Ximax, the most notable is magic. The magi residing in and near the city supply a great deal of magical items, particularly potions and enchantment. Enchanting necklaces, rings, armor, etc. sell for a high profit, and the high population of magical alchemists provides potions for aches, depression, and even love. The city is also filled with merchants who import good from around Santharia and sell them to foreign emissaries for a higher price.

In addition, the area around Ximax provides the city with valuable resources. The mountains surrounding the city provide a plentiful abundance of gray-white granite. Because of its appealing color, the granite is prized as a building material for many castles and buildings throughout Caelereth. However, the city itself displays the richest abundance of the material: many of the most notable buildings in the city are constructed from it; even the renown Ximax Academy itself is built primarily from the gray-white granite.

While enchantments and granite serve as lucrative resources for Ximax City, in the end, its most valuable resource is the population of skilled artisans within the city. The City holds a great number of famous and skilled architects, many who served as apprentices to those who helped rebuild the city after it moved northeast of Ximax Academy after the accident in 1482 a.S. While these skilled architects are a relatively new addition to the city, the population of masons has has been strongly represented for hundreds of years, and the Mason's guild is a well-known fixture of the Ximax community.

Partially connected to the magic resources are the great number of metal-workers, particularly jewelers and watchmakers. While the area around the city has only sparse amounts of natural precious metals, many materials are shipped in raw form to the city and become valuable pieces under the skilled and practiced hands of these artisans. While few of these artisans practice magic themselves, the rings, necklaces, earrings, watches, and other pieces made from
« Last Edit: 17 April 2011, 22:51:41 by Rayne (Alýr) » Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
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« Reply #1 on: 31 December 2009, 02:39:35 »

Valan rambles incoherently. Apologies if grammato-linguistic errors are present. I just sort of wrote it all up, and didn't really check it for tone or something similar. If it sounds like I was talking to myself, odds are I might have been.


Ettinsstead- From the Thergerim Etinn (Six). Potentially the sixth in whatever order, either planning or building. Dwarves would have been heavily involved in the rebuilding of the city I imagine. They are the best after all. The buildings here would be whatever the dwarves built., probably reflecting their styles. Good archways, pointed roofs as opposed to flat.

“The Eye”- As a nickname for that part of the city with the gate furthest to the east. I reason that you could see furthest from there, since the rest of the city can’t obscure the majority of the peninsula. Maybe they’ve built a sort of, well watchtower actually here. And equip it with a good Lookfar. It seems to make sense.

Old Ximax. One of the boroughs left standing after the explosion. It’s the most easily applied name to one of these regions. They’re the oldest, they’re still reflecting some of the earlier design of Ximax. This I imagine would involve a sort of tiered building system. One building’s roof would be slightly higher than the next, allowing you to place archers  (or mages) in lines on top of the roofs to fire at invaders without obscuring each other’s line of sight. The roofs of most building would be flat, slightly sloping towards the one in front. The buildings here would be very square and orderly to one extent or another. I imagine “progress” has sunk in and some of the buildings don’t quite look like their neighbours do, but for the most part, the heavily defensive aesthetic has stuck around. The fixture I can think of here has tobe some sort of tremendously old building. It could very well some sort of famous dealer in antiquities. I rather like that I idea. Old Ximax likely wouldn’t have too many shops I think. It seems a heavily residential district more than anything else. Old money as opposed to noveau riche perhaps. Traders (distinguished from merchants in this case, people who trade in raw materials and/or finished goods) might very well be an important group in Old Ximax.

“The Gate” as a nickname for the area with the highest concentration of inns and taverns. It’s going to be near a gate (durr). Better if this is an old borough since it could be tied in a little better. Perhaps there was only one gate left standing after the explosion, and this was where people gravitated to? The main attraction here is probably some sort of monument maybe, perhaps they tore old sections down during the rebuilding and the original gate has become a sort of fixture (Think of the Arc de Triomphe in Paris).
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« Reply #2 on: 31 December 2009, 08:54:14 »

Quote
1) Description: What should each borough be named? List any and all ideas you may have for names and provide a brief explanations of how you constructed the name or where it came from.

Ettinstead sounds a bit strange to me. Maybe Ettinsburgh? (burgh = borough). Perhaps this might be where the architects would primarily reside? Or maybe there the mason's guild would be?

"The Eye" would be good for a nickname. You mention a gate to the east. Should be have gates to the east, northeast, and north? I'm not entirely should where we're placing the city, and from what direction travelers would enter it.

Old Ximax: I would think that this borough would retain its past borough name, not get a new name when the city was destroyed.

"The Gate" has the same issue with "The Eye." Where should we be placing gates?

Some more possible suggestions:
1. Homestead: residential area of the city. I think there is probably a "homestead" in just about every American city/town. If we wanted to Santharianize it more, we could borrow from Thergerim again and have something like Hundstead, or combine the two to get Honstead. Could be located anywhere in the city.

2. Fragstone: perhaps the area where the mason's guild is located, along with perhaps where a lot of architects may have their shops. Outer borough, to the north. Frag developed from the orcish Ph'ragh (stone/rock) [keep in mind there's an orcish population]. Might also be a good place for blacksmiths?

3. Middleton: an Inner borough, perhaps where the rich have their houses?

4. Aferburgh: The primary watch-makers and jeweler's borough (probably an inner borough). May be named after a famous watchmaker Jegger Affer (human Erpheronian?) or derived from the Thergerim word for "time" ("avefer").

5. Hollendale: A borough of inns and a few taverns, supposedly named after a woman named Phillis Hollendale (half-hobbit woman?), who used to run an inn in this borough and was knowing for her hospitality.


Quote
2) Description: What kind of boroughs do we want to have (i.e. what should be in each borough. We should brainstorm ideas for boroughs--a list of everything that should be in the city--and then we can break these down into 12 for the 12 boroughs.

1. An inn borough with some taverns (could be inner or outer) - maybe include temple to Jeyriall
2. A tavern and brothel borough (probably outer)
3. Architects borough/Mason's borough (may spread out over two boroughs, probably outer and north to be close to the mountains/mines.) - maybe include temple to Trum - Baroll
4. Government/finance borough (probably inner) - may also include 'upper-class' jobs like doctors and councilmen - may be temple to Armeros?
5. Upper-class residential (inner borough) - temple to Eyasha?
6. Lower-class residential (outer borough) - temple to Baveras?
7. Military/blacksmith borough? (probably outer borough) - Maybe include a temple to Armeros and Urtengor/Trum-Baroll
8. Magic section of the city (outer/old borough(s)?) - including wand/staff shops, potion-makers shops, robe shops, familiar shops (Ximax Cat breeders?), enchantments, taverns for magi. Temple to Anilya?
9. Jewelry/watchmakers borough (probably inner borough).

Comments/Suggestions/Other ideas, please!


Quote
3) People: What should the demographic of Ximax look like? Mostly humans, some orcs, occasionally dwarves…? Or do we want a more equal distribution of the primary races? What guilds should be represented in the city?

About 70% Human, 15% Orc, 10% Dwarf, 2% Hobbit, 2% Brownie, 1% Elf?

Guilds:
Mason's Guild: Would this include architects? Or would this basically be textile producers?
Jeweler's Guild: Would include not only jewelers, but also watch-makers.
Thief's Guild: Underground guild, not well known.

Others?


Quote
4) Coat of Arms: Please refer to the old entry. How should this description change? What do we want it to look like?
Maybe a twelve-pointed star? I'm not sure what colors we might want to use: if we borrow from Ximax, we have red, blue, purple, and green--along with black and white. I don't know if there's any other sort of symbols we want to include. Perhaps some of you might have a better idea of what some symbols mean, and know of ones that might be pertinent to Ximax?


Quote
5) Climate: Please refer to the old entry. Do we still want this kind of climate, or should we opt for a more temperate climate? How would being on a plateau change weather conditions
I would recommend more temperate climates. Ximax is surrounded by mountains for the most part, so perhaps it received very little rain, and a very light yet steady wind most of the time? We should keep in mind that the city is located on a plateau, and its surrounded, for the most part, by mountains. However, it's still on a peninsula surrounded by water, so I would expect very temperate climate--maybe snow once every two years or so. Summers, while being relatively humid, are made easier by steady winds coming up over the mountains.


Quote
6) Resources: Please refer to the old entry, and the entry below. Is there anything we want to add? Anything I've left out?
I think the resources look all right for now. We may find there's more to add later on. Any suggestions?


Quote
7) Myth/Lore: Please refer to the old entry. Do we want to include this story, re-write it, or do something different?
I would recommend something a little different. It seems as though we may be able to be more specific about the city itself. Does anyone have any ideas?
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« Reply #3 on: 31 December 2009, 10:28:56 »

My birthday is today ... not going to be doing anything with this today (or perhaps tomorrow)
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« Reply #4 on: 31 December 2009, 11:13:34 »

Happy Birthday, Dek!


EDIT: Eldor mentioned that maybe having an basic outline of the city might be nice. Talia is away, so you all will have to suffer with my poor renditions. And my color hyper-activity.

I'm not sure how to post this as a viewed image, so I'm posting it as an attachment.

EDIT2: On reconsideration, I think the angle might be better if it were flipped 90%. This would mean Valan would get Outer B5 and B6.

Based on mIRC chat conversation:

Outer B2: military, blacksmith, stables ("The Gate"?)
Inner B2:  taverns and inns (Hollendale?)
Inner B3 the governmental/finance borough
Outer B3: taverns and brothels
Outer B4: lower-income residents (Homestead?)
Inner B4: higher-income residents (Middleton?)
Inner B1: jewelry/watchmakers (Aferburgh?)
Inner B6: jewelry/watchmakers
Outer B1: Architects/masons (Ettinsburgh?)
Outer B6: Architects/masons (Fragstone?)
Outer B5: taverns, magic shops
Inner B5: magic shops
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« Reply #5 on: 31 December 2009, 14:19:34 »

I would like to claim Inner and Outer B5. In Outer B5, I plan to make a lot of inns and taverns that magi would stay in, but nothing really exciting, just a place for magi to stay. I also would like to give it some small magic shops, and a reputation for being a seedy area. It would also have its fair share of bars. As discussed with Rayne, there would be a good many drunk young magi, so it would be a dangerous place at night. This would generally keep nonmagi people away.

In Inner B5, it would have a lot of large and eccentric magic shops. Magi will live inside their shops, or in small houses very close to them as per usual. I would like to place a temple dedicated to the twelve Aviarian deities in general. Then maybe some local Mindsmoothers had a temple constructed dedicated to just Eyasha. I would also like to have various statues dedicated to various deities. I would also like to place a building that holds council for a sort of guild of magi. It's not completely fleshed out in my head, but I know I would like it to be separate from the Academy.

So, may I have these two boroughs? Pretty please Rayne, with doch nuts on top?

EDIT: Oops, forgot Valan had claimed Outer B5. I still want the second one. I'd like to substitute Outer B5 for  Outer B1. I don't have all of the ideas worked out yet, but I still want it.
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« Reply #6 on: 31 December 2009, 15:58:04 »

I have put you down for the two boroughs you wanted. Make sure you're following the discussion of what, in general, we plan on having in each borough.

Because there are temples to almost every Aviaria within the city, I don't think a large temple to them all is necessarily needed. I had planned for a temple in one of the residential districts being for Eyasha. Because Outer B1 will probably have a lot of masons and architects, temples in this area will probably be more for Urtengor (Trum-Baroll).

I'm having trouble seeing how a guild of magi would work. Guilds are usually societies where secrets of the trade are kept, information is shared, but Ximax City has the Academy right next to it. If you can make a good argument for one, though--if you can make it work--it may be a really neat idea. Just keep me in the loop, and participate in discussions here.

NOTE TO ALL: Please answer discussion questions!

Are people in accord concerning what will be in each borough (listed in my last post)? And we need to generate some more potential names for boroughs.
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« Reply #7 on: 31 December 2009, 17:43:46 »

I hope non-contributors can take part in the discussion too.  :)

Quote
3) People: What should the demographic of Ximax look like? Mostly humans, some orcs, occasionally dwarves…? Or do we want a more equal distribution of the primary races?
I don't know if an equal distribution would work.  The impression I have of the Volkek-oshra is that they aren't a very large tribe, though I might be mistaken.  The Zirghurim is probably larger, but they do have a lot of settlements in the mountains, so probably only a small segment of the tribe live in the city.  The percentages you suggested look alright to me. 

Quote
What guilds should be represented in the city?
If you're keeping Xarl's description, it seems every (legal) profession would have its own guild.  Personally, I think it might be better if many actually have more than one guild.  Schisms and such.  That said, I don't know much about how guilds actually operated, so I don't know if this makes much sense.  On the other hand, should illegal organizations like thieves' guilds (I'm assuming that it's illegal) be listed alongside the more legal guilds? 

If you're looking for more concrete suggestions...maybe various forms of entertainment?  Dancers, actors, bards, etc.  Hmm...what about librarians?  Ximax has a large library after all. 
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« Reply #8 on: 31 December 2009, 20:44:32 »

Hi there,

So, I find myself with free time between drinking champagne and eating seafood. So I thought I'd respond here. I am still sober, I believe. :D

Given the following

Quote
CLAIMS
All sections EXCEPT the “Description” section are claimable. Individual boroughs are now claimable--however, you MUST post what you plan to put in the borough you develop (try to limit it to one or two main attractions) so that we don't have overlapping boroughs. You can claim up to three pieces of the entry at one time (i.e. you can claim three, and once you finish one, you can claim another).

And the fact that burroughs seem to be part of the 'Description' (based on the layout of the entry that appears below, what else is going into the 'Description' part of the entry?

Quote
1) Description: What should each borough be named? List any and all ideas you may have for names and provide a brief explanations of how you constructed the name or where it came from.

At the moment, I can't think of anything for these. I'd prefer it if I could work on the content of my sections, and then come back to the names of the buroughs I do ... I find that sometimes names come to me once I get into things. :)

Quote
2) Description: What kind of boroughs do we want to have (i.e. what should be in each borough. We should brainstorm ideas for boroughs--a list of everything that should be in the city--and then we can break these down into 12 for the 12 boroughs.

Is there a reason for there being 12 buroughs? Just because there are the 12 Gods/Godesses?

Quote
3) People: What should the demographic of Ximax look like? Mostly humans, some orcs, occasionally dwarves…? Or do we want a more equal distribution of the primary races? What guilds should be represented in the city?

I would think mainly humans, some orcs, fewer dwarves, elves etc and so on. Humans should probably be mostly of Centaurorian descent, as I believe this area was part of the Centaurorian lands.

Guilds, I'm with Mina on this. I believe that just about any trade that can be made into a guild is possible for the city. I'd be inclined to have things like the arts, recreational pursuits, and some of the other things located somewhere in the city. Just because there are other cities (eg the bard city down south) that specialise in some things doesn't mean we can't have them in Ximax as well. :)

Quote
4) Coat of Arms: Please refer to the old entry. How should this description change? What do we want it to look like?

I'll get back to this one for you

Quote
5) Climate: Please refer to the old entry. Do we still want this kind of climate, or should we opt for a more temperate climate? How would being on a plateau change weather conditions

Hmmm ... sorry, haven't had a chance to look at the old entry yet.

Quote
6) Resources: Please refer to the old entry, and the entry below. Is there anything we want to add? Anything I've left out?

I'll get back to you on this one as well Rayne.

Quote
7) Myth/Lore: Please refer to the old entry. Do we want to include this story, re-write it, or do something different?

Additional things, I think :D I'll have to take a look at the existing entry and get back to you on that.

Sorry for sounding like an old record in the above.

I'll get back to you in general.

Edit:

On looking through what has been claimed and what still appears to be claimable ... I'd like to claim the following ...

Outer Borough 2
- Blacksmith
- Stables
- Military Barracks/Training Grounds/Armoury
- Guard House?
- temple to Armeros? (God of War)

Outer Borough 4
- Lower income Housing --> of the Centoraurian style?
- Recreational Field
- Recreational Hall
- Small run down old infirmary perhaps
- temple to Arvins? (God of the Chase/Hunt/Downtroden/Fugitives)

Inner Borough 4
- higher income houses --> of the Centoraurian style?
- coffee lounge type of place
- 'music hall'/theatre ... (another project I'm kind of working on)
- temple to Nehtor? (with his connection to music and dance)
- 'exclusive' burough "we don't want any of that riff raff from Outer Borough 4 coming in HERE! Think of our children! PLEASE ... won't someone think of our children?" (possibly gated ... own guard sort of thing ... keeping the outsiders out and the in crowd in)

Other suggestions (if we want to try to have a specific temple in the different buroughs ...

Outer Burough 3 with the brothels etc could have a temple dedicated to either Etherus (God of Excess) or Queprur (Goddess of death)

Inner Burough 3 could have temple to Grothar (entry on him indicates he is God of Politicians because he gives them 'good air') or Etherus (God of Excess - financial institutions)

Inner Burough 5 ... Eldor has already spoken about a temple to Eyasha being in there

Outer Burough 1 or Outer Burough 6 ... one could have a temple to Urtengor perhaps?

Still a lot of other Gods/Godesses out there :D

Dek
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« Reply #9 on: 01 January 2010, 00:20:12 »

Alright, having gotten my head together, answers providing:
1) Description: What should each borough be named? List any and all ideas you may have for names and provide a brief explanations of how you constructed the name or where it came from. <You have some of these already.

2) Description: What kind of boroughs do we want to have (i.e. what should be in each borough. We should brainstorm ideas for boroughs--a list of everything that should be in the city--and then we can break these down into 12 for the 12 boroughs.
I'll figure something out in the next... 24 or so hours.

3) People: What should the demographic of Ximax look like? Mostly humans, some orcs, occasionally dwarves…? Or do we want a more equal distribution of the primary races? What guilds should be represented in the city?

I'm in accordance with Dek here, though I would say you'd find a fair distribution of erpheronian traits on account of the business with Tharania (the whole union between cenotauria and erpheronia might have resulted an a little bit more... homogenous distribution of the tribes. Cenotaurian traits would likely predominate though.

4) Coat of Arms: Please refer to the old entry. How should this description change? What do we want it to look like? Well, I'm not sure how you'd draw an eleven pointed star to be perfectly honest. Perhaps a sickle, around the star. Ximax lies in the middle of the Magic Sickle (the range of mountains to the south, west and east that covers the lower portion of the peninsula. I'm not really sure since we don't have a reference to go on.

5) Climate: Please refer to the old entry. Do we still want this kind of climate, or should we opt for a more temperate climate? How would being on a plateau change weather conditions ?
I would imagine the climate is a bit more temperate than suggested here, though there seems to be an overall lean towards exaggeration which makes me want to say "why don't we just bin this and write in over". The mountains seem to be what would produce the weather here. The peninsula could be drier than surrounding regions perhaps? (The rain shadow effect) Or colder.

6) Resources: Please refer to the old entry, and the entry below. Is there anything we want to add? Anything I've left out? Upon reading the old entry, my first reaction was "Huh, what?" But it's old so I can't really comment. The other point being that food has been left out. To supply a city is something of an undertaking, and this ties right into climate. What is there to eat? Do we keep the mention of rich soil and flowing rice (why not wheat?)

7) Myth/Lore: Please refer to the old entry. Do we want to include this story, re-write it, or do something different?

I could take it or leave it. If we keep it, re-write at least parts of it. I can't put my finger on it but there's bits of that section that bother me.
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« Reply #10 on: 01 January 2010, 01:05:56 »

@Dek: Outer Borough 1 is mine, and I was originally planning to put a temple to Utengor in there. It's an architect's borough and also where part of the main dwarven population would reside.

@Rayne: I'll have a response to your questions later today. I'm going out with the family and then getting my hair cut. buck
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« Reply #11 on: 01 January 2010, 01:10:55 »

I'm sorry Eldor,

I was discussing ideas ... that is what this thread is for, isn't it?

I never said it wasn't your thread, did I?

I guess I'll just stop discussing ideas.

Dek
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« Reply #12 on: 01 January 2010, 02:45:54 »

First things first: Dek, please keep discussing ideas, and Eldor, please be open to new ideas. Just because you have claimed a borough does not mean that you are the sole developer for that borough, but rather the one who is writing up the entry. Dek, I do not think that, when Eldor said Outer Borough 1 was his, he meant to dissuade you from giving your ideas, but rather wanted to give justification for why he responded concerning that borough and not about the others. Let's no let miscommunication get in the way of a fruitful discussion.

Quote
1) Description: What should each borough be named? List any and all ideas you may have for names and provide a brief explanations of how you constructed the name or where it came from.
@Dek: Understandable. Perhaps it might be nice to have some choices to chose from, though? Perhaps we can consider this discussion question a less necessary one

@Valan: Some is not all! And even the ones we have can be replaced.


Quote
2) Description: What kind of boroughs do we want to have (i.e. what should be in each borough. We should brainstorm ideas for boroughs--a list of everything that should be in the city--and then we can break these down into 12 for the 12 boroughs.
@Dek: 12 Dogs/Goddesses, 12 seasons, 12 constellations, 12 towers... it just seemed to fit!

@Valan: Sounds good.


Quote
3) People: What should the demographic of Ximax look like? Mostly humans, some orcs, occasionally dwarves…? Or do we want a more equal distribution of the primary races? What guilds should be represented in the city?
@Mina: Thanks for commenting on this. I'm glad the percentages work for you. I would like to list as many guilds as we are aware of, but give focus to the main guilds.

@Dek: Do the population percentages work for you? Do we want to work up percentages for the human population? (85% Centoraurian, 10% Erpheronian, etc.?). I agree concerning the other guilds, though they probably won't be as prominent as the others. There might be a small Innkeepers Guild (?) in Borough 2 (Outer or Inner). I like your plans for Inner Borough 4. The financial/government borough might have some sort of financial guild? Perhaps we should try to list the guilds that might exist in the city.

Valan: Do the percentages for races work for you? And would these Erpheronians be occupants of the city or just passing through? What percentage of the population, would you guess, might be Erpheronian?

Guilds:
Mason's Guild: Would this include architects? Or would this basically be textile producers?
Jeweler's Guild: Would include not only jewelers, but also watch-makers.
Librarian's Guild: Located in the government/financial sector?
Dancer's Guild: Very small, including dancers/performers?
Innkeepers Guild: expansive but not extremely active
Merchant's Guild: Extant in the city but fractured to the point of being functionally useless
Finance Guild: Needs a better name, maybe somehow part of the Merchant's guild? (The only functioning sector of it?)
Magi's Guild: ? (Eldor?)
Thief's Guild: Underground guild, not well known.

Others?


Quote
4) Coat of Arms: Please refer to the old entry. How should this description change? What do we want it to look like?
Dek: Sounds good.

Valan: Ah, the sickle. I like that idea, though we may have to be careful about the way its portrayed, since it's often associated with death. I would still like to include it though--we can perhaps add other symbols that balance it out. That's a great idea, though.

Symbols:
Twelve-point star
Sickle


Quote
5) Climate: Please refer to the old entry. Do we still want this kind of climate, or should we opt for a more temperate climate? How would being on a plateau change weather conditions
Dek: S'all right!

Valan: So drier yet colder than the surrounding regions, but more temperate? Sounds good to me. Do you imagine the temperature would ever drop below freezing?


Quote
6) Resources: Please refer to the old entry, and the entry below. Is there anything we want to add? Anything I've left out?
Dek: Sounds good, Dek

Valan: Are you referring to the old entry or the new re-write? And I don't think the surrounding area would be very fertile. Xarl might like to think so, but you mentioned yourself that the climate is probably relatively dry, and I think this is a good observation. There probably aren't a lot of farms. The few farms there are probably don't produce much in terms of crop, and it probably relatively poor quality. Much of Ximax City's food, I would think, would be imported from farms more outside the city. What do you think?


Quote
7) Myth/Lore: Please refer to the old entry. Do we want to include this story, re-write it, or do something different?
Dek: Sounds good

Valan: I'm with you, Valan. What's probably bothering you is the way that it's written. Xarl, I think, was generally more concerned with comedic eccentricity rather than eloquent historicity. This may end up being a section we'll find ourselves more prepared to address once we get more of the entry written.


GENERAL

Dek: I will put you down for the boroughs you've requested. My one suggestion is that you combine Centoraurian style with more dwarvish styles. The city was rebuilt under the direction of Zirgherim dwarves, and some of their style probably bled into some of the architecture. Also, cities are generally relatively close together, and especially in poorer neighborhoods, a bit crowded. You might keep this in mind when brainstorming the recreational area.

Valan and Eldor: You have both claimed two boroughs. You can claim another piece of the entry if you wish.


EDIT

The Outline for the City of Ximax entry has been updated based on discussions.

Please note that the discussion questions have changed: 1 and 2 have been moved to inactive, question 4 (Coat of Arms) has been revised, question 7 (Myth) has been put on hold, and a new discussion question has been added:

9) Please refer to the current lists of boroughs and their listed content. Should any of the items listed be removed, and what can be added?

Please respond to this new question!

And if no one objects, I'll claim Climate.

NOTE: We are currently in the development stage of this discussion, but we are slowly entering in the writing phase. Please respond to discussion question 9 (on boroughs) and discussion question 3 (on people--specifically guilds). When we reach an agreement concerning these two discussion questions, claimed boroughs will acquire deadlines.

FINAL NOTE: I will be with limited internet connection over the day few days (until probably Sunday). Please continue discussing. I will try to make any updates to the entry itself when I get back.
« Last Edit: 01 January 2010, 05:26:58 by Rayne Avalotus » Logged

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« Reply #13 on: 01 January 2010, 07:12:00 »


@Valan: Some is not all! And even the ones we have can be replaced.

Right, add that to the "in the next 24 hours" from earlier.


Quote
Valan: Do the percentages for races work for you? And would these Erpheronians be occupants of the city or just passing through? What percentage of the population, would you guess, might be Erpheronian?

I think the dwarves might be a little higher, perhaps equal with the number of orcs. What I imagine would have happened is that after the explosion, many of the dwarves (architects, masons and what-have-you) involved in the rebuilding might have stayed around. The entry on the Zighurim says that they do tend to do other things owing to the less than abundant quantity of resources in the mountains.


Quote
Guilds:
Mason's Guild: Would this include architects? Or would this basically be textile producers?
Jeweler's Guild: Would include not only jewelers, but also watch-makers.
Librarian's Guild: Located in the government/financial sector?
Dancer's Guild: Very small, including dancers/performers?
Innkeepers Guild: expansive but not extremely active
Merchant's Guild: Extant in the city but fractured to the point of being functionally useless
Finance Guild: Needs a better name, maybe somehow part of the Merchant's guild? (The only functioning sector of it?)
Magi's Guild: ? (Eldor?)
Thief's Guild: Underground guild, not well known.
Others?

Call it the banking or the bankers guild perhaps?
The Mason's Guild would almost certainly include the stonemasons themselves, anyone who mines/quarries the rock (up to and including the foremen in the quarrying operations), those involved in moving the stone, and the architects within the city who work with it. If that last one doesn't quite fit, I would suggest creating some sort of guild that would include sculptors and architects, perhaps include the jewelers and watch-makers and call it the Artisan's guild?


Quote
Valan: Ah, the sickle. I like that idea, though we may have to be careful about the way its portrayed, since it's often associated with death. I would still like to include it though--we can perhaps add other symbols that balance it out. That's a great idea, though.
Perhaps, and I'm just throwing ideas around here, we could place the star or several of them on the hilt of the sickle?


Quote
Valan: So drier yet colder than the surrounding regions, but more temperate? Sounds good to me. Do you imagine the temperature would ever drop below freezing?



 Valan: Are you referring to the old entry or the new re-write? And I don't think the surrounding area would be very fertile. Xarl might like to think so, but you mentioned yourself that the climate is probably relatively dry, and I think this is a good observation. There probably aren't a lot of farms. The few farms there are probably don't produce much in terms of crop, and it probably relatively poor quality. Much of Ximax City's food, I would think, would be imported from farms more outside the city. What do you think?
I was referring at the time to the old entry. My thought is this, and it extends throughout the peninsula if possible. The mountainsides facing the sea would likely experience quite a bit of rain and wind. The inner territories wouldn't but the inland sides of the mountains might pick up the wet, so you might be able to find decent topsoil there, or perhaps around the base. The larger part of the peninsula probably won't do for anything in terms of growing food. The city might be importing food from more fertile lands around Diamond lake. That seems to be a logical location since they have immediate access to freshwater for irrigation. The water for that lake has to come from somewhere, so I imagine there might be some sort of appreciable aquifers lying around. If you knew what you were doing (think like a gnome here) you might be able to tap that for some kind of small scale irrigation, at the very least, there is a chance of digging wells. No one is going to run short of water. Overall, I think the weather is going to be fairly boring. They won't get snow, if the weather drops below freezing it's some kind of freak event. Rain won't be abundant but not uncommon. Some of the storms from the sea might manage a push over the mountains perhaps, and they might get weather from Diamond Lake to the north.


Quote
Valan: I'm with you, Valan. What's probably bothering you is the way that it's written. Xarl, I think, was generally more concerned with comedic eccentricity rather than eloquent historicity. This may end up being a section we'll find ourselves more prepared to address once we get more of the entry written.

Sounds sensible, Xarl's tone reminds me of Pratchett to be honest. It's not bad, but it needs a solid grounding at some point.
Quote
Valan and Eldor: You have both claimed two boroughs. You can claim another piece of the entry if you wish.
I'll stick with my two thanks. I've got a few other things that might demand my attention, so I'll pick up more if/when I finish what I've got going here.
« Last Edit: 01 January 2010, 07:17:00 by Valan Nonesuch » Logged

Beyond the horizon where the earth and the heavens meet
lies a certain point where they are not joined together and where, by stooping,
one might pass under the roof of the heavens.
Eldor Delrossa
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« Reply #14 on: 01 January 2010, 08:12:02 »

I think you misunderstood me. I was simply saying that I agreed with you. I apologize...
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"The trials and tribulations of Brownies over the centuries have made them wary of humans. I am humbled to be called 'Brownie Friend'."- Eldor Delrossa
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