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Author Topic: The Zhunite Project: Part 1 (Newcomers pls start here)  (Read 4212 times)
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Coren FrozenZephyr
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« on: 25 August 2005, 04:46:00 »

Term 1:  Welcome to Western Nybelmar! Sailing the great white waves past the perils of Maren Zyloth you have safely arrived in the glorious shores of Zhun. As your carriage follows the golden coast west, you cannot help but marvel at the majesty of the three great cities of the Zhunite plains: Marmarra, Hootar and Kimbar. The Imperial transport approaches Kimbar and takes a sharp turn north along the Silver Serpent, leaving your wondering eyes trailing behind. “All in due time!” laughs the imperial officer from his seat next to the wagoner, “Under Lord Déárán’s orders an envoy from the Twin Realm – the Twin Realm! – is waiting for you on the outskirts of the Dragon City.” The landscape blurs as you speed past the many Zhunite settlements on the journey north, each as colorful and vivacious as a summer bouquet. Half turning to face you, the officer speaks in a cheerful tone, “Below you may find an overview of the possible tasks you may wish to take on. I am told the Krean envoy we are to meet will have further information available should you have any questions.”

The driver reins in the regal stagecoach several dashes before the river bank, now running parallel to the grand mountain ranges. A transient sulkiness clouds the officer’s face, “Under the Dragonet Convention I-VIII, I am not permitted to come any closer to the outpost’s premises.” The impending fog disappears from his merry features as suddenly as it emerged. “But don’t worry! I see your escort has already arrived!” In a somewhat disgruntled undertone that was never intended to reach your ears he adds, “The bloody Krean forever on time…” Flaunting a noble curtsy to you, he boards the coach preparing to swiftly depart.

You feel all your anxiety and weariness fade away as you watch the graceful advance of a group of silhouettes, gold and navy in their dignity. A sense of peace and serenity washes over you as the elegant figures draw near. You suddenly feel completely energized and eager to commence with your mission as their rejuvenating smiles meet yours.  

THE DRAGON’S BACK


KEY REFERENCES:        
- The Zhunite Men
      Nybelmar General Map
      Map of Southeastern Nybelmar

- The Krean Men
- The Anpagan Men


EXTENSIVE RESEARCH NEEDED:

Sample: Kárákán, A Krean Military Outpost in northern Zhun

- Twofold (Places)
- Priestess Xhin’áktár (People)
- The Northern Pursuit (History / Myth)
- The Dragon Lord Sérás (Mythology / Religion)
- Wardens of the Dragon (Cults/Orders)


GROUNDWORK ENTRIES:

Sample: Not ready yet.

1st Round: From the river East advance!
- Armories of the Scarlet Drake (Buildings + Trade/Politics)

- Kátkárá        (Places: Production: Gold)
- Kéchit        (Places: Trade / Husbandry: Goat skins)
- Ktsármáshík        (Places: People: Customs + Folklore)
- Sérékéyé        (Places: Myth/Lore) + pottery
- Mint Fields        (Places: Landscape: Flora / Fauna)

- The Firegem (Miscellaneous: Magical Artifacts) – currently n/a
- The Kárátghár Tree (Herbarium)
- The Kéchit Goat      (Bestiary)





A stately lady dressed in regal gold robes addresses you: “Greetings from the Throne of the Rising Sun! We are the Krean delegation assigned to ensure your wellbeing and escort you around this region until you familiarize yourselves with the surroundings.” You feel mesmerized by the splashes of light sparkling from her shifting dress as it ethereally sways and flows around her features. Looking around you realize that your companions too are enchanted by her sure smiles and melodious voice. Realizing your distraction she gathers her gleaming white hair around a sun-shaped fan and softly continues, “Should you have any inquiries, please do not have qualms about consulting us. I believe I am speaking for all my colleagues here when I say we will be more than pleased to assist you.”

“Before you will be officially acknowledged as a member of our states, you will have to complete at least one masterwork to prove your dedication and enthusiasm for this shared Dream. Each of my assistants here is an expert in one or more of the resources, styles or subjects you will come across during your apprenticeship. It is our job to make the part of your works we specialize in as appealing and coherent as possible as you progress forward in your own, creative project. I am Aléthérá Eleor Sáls’hiárá of House Locásí, but you are welcome to call on me by my growth-seed name: Eleor. It is my responsibility to provide you a list of available assignments and check that my assisting friends here endow you with all the resources and skills you will need to fashion your masterwork. I shall also be responsible for supervising your overall developmental schemes.”





Places entries are among the most challenging of the Development forum (after, perhaps, the tribe and religion submissions) in that they require not only a great deal of exertion (you may have noted the length of the places template) but also substantial correlation among its parts. Besides a certain deal of creativity, which really is a requisite for any passage, places entries have various ends that need to be woven into one large, coherent, ‘functioning’ pattern. Oftentimes (especially if the region you are working in is one as well-developed as Santharia) extensive cross-referencing is indispensable to integrate your design into the complex web of the outside world. In other words, in order to generate a fine city entry one should also be erudite on the tribes dwelling in the region, as well as some general idea of how the different settlements function together. Thus, religion, customs, political relations and trade burrow their way in.

On the other hand I find that with enough enthusiasm a place entry is one of the most rewarding of the developmental processes. For those who enjoy a challenge, creating say a town is not only very pleasurable and greatly enhances your understanding of a certain region and its inhabitants, but also a crucial step in settling an abstract idea of a tribe into the rich texture of a grander vision.

One advantage should you decide to work on Nybelmar is that the continent (especially the western part) isn’t entirely solidly structured besides some existing entries and the developers’ original plans of how things should roughly be. This allows a greater freedom for fresh-blood flowing into the continent to fashion their dreams. In other words you need not worry of creating something too out of place if you follow the guidelines provided by the relevant developers and your mentor(s). However, it is necessary to understand that this by no means is an ‘easy way out’. A newbie on Nybelmar is expected to show the same dedication and thirst for discovery as one in Sarvonia. You may be asked to edit or change your entries to make them better fit the Nybelmarian vision and touch; you will be expected to comply with the experienced developers’ (in this case, Smith in Exile and Victhorin) requests or at least present a logical argument as to why you really think a certain section should be kept as it is. Please realize that it is in our sincere ambition and not frivolous caprice to improve the quality and consistency of your entries, and thus the Dream’s, that we ask you to alter or rewrite stuff. Note that the time we spend editing, commenting, Uri-checking is time off our own entries and busy schedules. We don’t expect you to get everything right the first time – but we DO expect you to take your critiques into earnest consideration.




In this phrase, we will take the Krean military city of Kárákán as the pivot point and plait the Dragon’s Back region using a range of towns and people as strand around it. Besides a general outline for each of the listed items, I have also tried to communicate some practical hints. Nonetheless, do not worry! I will be there to personally guide you through each section should you choose to work on one of these proposals, explaining both the thought and developmental processes involved.

EXTENSIVE RESEARCH NEEDED:

Sample: Kárákán, A Krean Military Outpost in northern Zhun

- Twofold (Places)
Referenced by: Coren FrozenZephyr
Link: Kárákán / Sections: Mythology & History
Details: A city built on a mountain pass between the Twin Peaks following Stone Caster Xhin’áktár’s vision. Name reminiscent of the Krean homeland, Twin Kingdom. A straight line drawn diagonally southeast from Twofold extends towards Cusca. Because of an extensive network of high trade ways leading from the city to the Kingdom of Orcal, northeastern Krath jungles, Kátrá ílár Chághruh, and all the major Zhunite settlements (including but not limited to Cusca, Kimbar, and Hootar), Twofold has become a key trade center in western Zhun. These trade routes lay the foundation for what will later become the imperial “Great Roads”, patrolled by pikemen every hour of the day. The inhabitants of this city are illustrious for being great traders and adventurers.

- Priestess Xhin’áktár (People)
Referenced by: Coren FrozenZephyr
Link: Kárákán / Sections: Mythology & History
Details: A legendary Lillivear Stone Caster, famous for the Silver Serpent prophesies which instigated the first Krath expansion into the Zhunite plains. A potent soil shaper, Priestess Xhin’áktár was born in a small, rural village east of the Krean capitol, Rháásthár. She is supposed to have also made a lesser known prophesy about the downfall of the Krath League.

- The Northern Pursuit (History / Myth)
Referenced by: Coren FrozenZephyr
Link: Kárákán / Sections: Mythology & History
Details: A branch of the great Search for the Silver Serpent (named after the vision of a Krean prophetess, Priesstess Xhin’áktár) that journeyed north from Cusca. The explorers of the Northern Pursuit suffered terrible losses in the taxing voyage, caught up in a war between the two largest nomadic clans of the plains. The expedition led to the founding of the Krean military outpost of Kárákán. The almost mythological accounts from the expedition contain the first mention of the Zhunite deity of war, Sérás in Krath records.

- The Dragon Lord Sérás (Mythology / Religion)
Referenced by: Coren FrozenZephyr
Link: Kárákán
Details: The Zhunite God of War known for his quick temper and fierce courage. Occupies a somewhat low position in the Zhunite pantheon. Angering Sérás is considered to be among the most foolish things a soldier could do. Also the patron deity of Kárákán, where his central temple is located (almost every Zhunite military encampment contains a shrine dedicated to the Dragon Lord). Associated mostly with fire-breathing dragons in classical Krean literature and painting. His favorite pet is the legendary dragon, Xarthas, Kárákán’s mythical protector. All the clerics of the Dragon Lord are males.

- Wardens of the Dragon (Cults/Orders)
Referenced by: Coren FrozenZephyr
Link: Kárákán
Details: An order of battle priests worshipping the Zhunite God of War, Sérás, known for their intense discipline and powerful fire magic. There are no female clerics of the Dragon Lord. The lowest ranking Wardens are called ‘the Scales’ where as ‘the Great Drake’ is the title of the residing head of the battle-priests. The Wardens of the Dragon are renowned for their expertise in battle techniques and strategies. ‘The Fang’, the six strongest Wardens, is responsible for the safety of the priceless Firegem. It should also be noted that only the Fang has the authority to reopen the great gates of Kárákán (and therefore declaring the end of a siege) once they are shut.


STARTERS/ SMALLER ENTRIES
Each of these groundwork entries is intended to train you in a certain aspect of a masterpiece places submission. Hence, in a sense they are here to do what the name suggests: to prepare the ground for your master creation. I will try to help you to the best of my abilities by showing you the way step by step.

Sample: Not ready yet.

1st Round: From the river East advance!
- Armories of the Scarlet Drake (Buildings + Trade/Politics)
Referenced by: Coren FrozenZephyr
Link: Kárákán
Details: The largest of the weapons and armor stores lining the Great Market of Kárákán, The Scarlet Drake draws customers from all over Nybelmar. Above all, the shop is famous for its halberds and steel throwing knives. The Scarlet Drake has been the city’s most generous benefactor for so long (perhaps to compensate the magnitude of its illegal weaponry traffic, among these the most deadly of Krean poisons and banned Síhítárán glass-stars) that one of the two main residential boulevards was named ‘Scarlet Avenue’ after the armory.

This is recommended for those interested in working on a place without having to worry about all the background social and cultural correspondences. Ideal for understanding the rudiments of the production process, the Scarlet Drake building entry also presents a chance to discover underlying trade and politic relations.

- Kátkárá        (Places: Production: Gold)
As any visitor to this mining centre is sworn before the Black Altar to never speak of anything they might have seen within its walls, information concerning Katkara is at best sketchy; certainly not enough to provide a decent description. Judging from its hefty exports of gold ingots, however, gold along with several other ores (most notably iron) must be present in large quantities in the mountains around the mining centre. No further speculations can be made at this time.  The Compendium, however, has acquired a collection of myths pertaining to this strange settlement through a generous donation of the Asaen family, from which our scholars hope to bring together a rough description of the place and its inhabitants. This entry, expected to be published in a near future, will attempt to dispel at least some of the thick clouds of mystery surrounding Katkara.

- Kéchit        (Places: Trade / Husbandry: Goat skins)

- Ktsármáshík        (Places: People: Customs + Folklore)
Just to the west of the Mint Plains, south of the mines of Katkara lies the small, time-honored village of Ktsarmshík. This is a typical northern Zhunite village roughly a league southeast of Karakan famous for its folkloric traditions and vine covered houses. The village sits perched atop one of the green, gently sloping hills of the vicinity.

Several wells can be found dotting intersections here and there in the vine-covered village, from which the locals haul buckets of the cool, refreshing sparkling water of the underground streams meandering several peds beneath the stone streets.

Items of interest when visiting the village include the provincial scarlet-rose wine, distinctive Zhunite cuisine, the Fountain of the Four Monks and the Vine Refuge, a Lillivear institute focusing on a highly specialized branch of growth magic.

The town’s main income comes from its scarlet rose wine, famous throughout the richer coastal cities for its delicate rosy scent and strong flavour. Ktsarmshik’s economy also flourishes from exporting bottles of ‘flower water’ and its signature poison, made by mixing an essence extracted from vine-leaves with the secretion of the mulberry caterpillar. The latter is produced only in small quantities.

The stone road trailing east out of Ktsarmashik later forks into two paths; one leads east to Kechit and the other south to Serekeye. The road leaving the village from the west follows the flat meadow to mighty Karakan’s doorstep. A tributary known as Wine Spring parts from the Great Kimb to flow north towards Ktsarmashik where it curves eastward and courses away to the mountains, avoiding Mint Stream by a mere [distance]. Rows after rows of grapevines spread northwest, north, and northeast like a trident from Ktsarmshík. Several vineyards dot the open land between these ranks.

- Sérékéyé        (Places: Myth/Lore) + pottery

- Mint Fields        (Places: Landscape: Flora / Fauna)
As the name rather overtly indicates, the meadows are abundant in mint flora. Like a mantle of freshness adorned with seams of lavender, bushes (it does grow on bushes, right?) of mint cover this beautiful plateau from end to end.  It is [nn], abundant in the soil of these plains, that facilitates the profuse development of mint plants. The same mineral gives the waters of the Mint Stream and its many tributaries their antiseptic qualities and mild, breath-clearing aroma. The vast plain is used as a pasture for sheep and the famous Ketchit goats of the region as well as a natural floral garden.

- The Firegem (Miscellaneous: Magical Artifacts) – currently n/a
- The Kárátghár Tree (Herbarium)
- The Kéchit Goat      (Bestiary)

Edited by: Coren FrozenZephyr at: 3/17/06 21:22
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Coren FrozenZephyr
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« Reply #1 on: 19 January 2006, 16:45:00 »

Meet your fellow Zhunites here or see the tribe entry on the site for further details!

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"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
Ta`lia of the Seven Jewels
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« Reply #2 on: 20 January 2006, 05:55:00 »

I would jump at that if I were new, though a map integrated above, fairly at the beginning, a cut out of the Nybelmar one wold be good (and a link to the Nybelmar (the whole of Nybelmar, the southeastern part, the area you are speaking of. ) I can cut out a part and prepare it for you if you wish, that is not a big work (none at all) just tell me!

Look at your bell-ringing thread :)  (So this is why people love being a mod)

***Astropic of the day***
"For me there is only the traveling on paths that have heart, on any path   that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking, looking, breathlessly. ~Don Juan"

Edited by: Coren FrozenZephyr at: 1/19/06 14:06
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Coren FrozenZephyr
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« Reply #3 on: 02 September 2006, 05:39:36 »

Sticky removed.

Self-note: Update here. Finish the rest of the project outlines. Collect all under 1 thread. Do when?
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"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
Ralhag Silverskin
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« Reply #4 on: 24 October 2006, 00:26:13 »

Um... Is this material RESERVED for newbies, or can other members join in?

I only ask because the Wardens and The Lord Seras have caught my beady eyes.

Ralhag
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Coren FrozenZephyr
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« Reply #5 on: 27 October 2006, 01:56:27 »

It certainly is open for anyone Ralhag! The aim was to get this area outlined before randomly moving on to another spot on western Nybelmar by adopting a scatter-gun approach.

You certainly can do either of those - however, only if you are willing to wait for 2 full weeks before receiving the official go. They - especially the deity - are important entries for the region and I will need to make sure we are on the same line before any development happens in that direction. I have a RIDICULOUS amount of course work to go through next week (205 pages (!) + essay plan for Jurisprudence on Tuesday, 12 hours of preparation for Contract on Thursday, researching for Wrongful Conception (Tort) assessed essay (12+ hours), research and Heads of Arguments  for Mooting Competition (Thursday), plus additional course-related reading) My dad is coming to visit today so I won't be able to get any work done until he leaves (Sunday) - which means I have to pull all-nighters for most of everyday next week.


I guess you can make use of this waiting period by acquainting yourself with the key entries for the region (some of which are Zhunite tribe entry, Karakan, the region overview I started in places forum, Krath empire).

What do you say?
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"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
Ralhag Silverskin
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« Reply #6 on: 29 October 2006, 03:54:27 »

That sounds fine....

*Sighs as he realizes that he must aquaint himself with a vast, ocean of knowledge*

Oh well, git'r dun!

LOL I will begin my reading soon.

Ralhag
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Artimidor Federkiel
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« Reply #7 on: 29 October 2006, 04:14:13 »

@Ralhag: Off topic, but what's with your Khuorbog the Terrible entry? Guess I'll have to take a look at that, so that we can finish something here.
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Coren FrozenZephyr
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« Reply #8 on: 22 April 2008, 03:02:42 »

Update:
- Serekeye: completed by Arceon
- Karakan: completed by Arceon

- Armories of the Scarlet Drake: Decipher, currently on hold for an indefinite period
- Ktsarmashik: Coren, in progress
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"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #9 on: 13 July 2008, 20:00:22 »

Announcement;

The Nybelmar Newbies Project has been disabled due to the shifting of focus regions for Nybelmar and Corens extended absense. Topic locked untill futher order, a new Nybelmar for Newbies topic will be stickied sometime in the near future.
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Avrah Kehabhra

"The whole POINT of Nybelmar is that no one has any idea whats going on, overly long entries keep it that way." - Decipher Ziron
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