* 
Welcome Guest. Please login or register.
Did you miss your activation email?


*
gfxgfx Home Forum Help Search Login Register   gfxgfx
gfx gfx
gfx
Pages: [1] 2
Print
Author Topic: Guide to Santharian Places Development  (Read 49494 times)
0 Members and 1 Guest are viewing this topic.
Artimidor Federkiel
Administrator
****

Gained Aura: 538
Offline Offline

Gender: Male
Posts: 23.091



View Profile Homepage
« on: 10 August 2005, 13:58:00 »

    GUIDE TO SANTHARIAN PLACES DEVELOPMENT

    Technical Guidelines

    Places Entry Proposals

    How to Use the Development Icons

    If you do an entry, always make sure to use the appropriate development icon when you post it here on the Forum at the first post of the thread. Change this icon by editing the first post at the thread once the status changes as well. The icon may also be changed by a Moderator or an Administrator.

    ... Entry is still being edited, not really ready for comments yet
    ... Entry is done, waiting for comments now
    ... There's a major question concerning this entry, where an answer is necessary. You can/should put the topic of the question in brackets in your post title.
    ... Entry is ready for upload. Don't add this posticon, if there wasn't at least one of the veteran members who gave you the ok to do so.
    ... Entry was already integrated by your dear webmaster. If you can't see it on the site yet, it's probably because the update is still in progress.
    ... Post is meant as an addition to an entry or contains details on necessary adjustments.

    Return to the top 

    General Development Rules

    If you're a member of the Santharian Dream and would like to add stuff to our Places section, please post in this Forum by opening a new thread. People will then comment on your new addition and if the entry is approved it will eventually move to the site in one of the coming updates.

    However, in order to design cities, mountains, rivers, buildings etc. for the Santharian Compendium the following rules need to be taken into account. If you still aren't sure what you should put in certain sections, please read through some entries first and see how others have done their entries. Here are some general rules for starters:

    • How to write names
      If you describe something, always write the first letter of the thing/being and in this case the person's full name including a possible title or surname in capitalized form (e.g. "Thar the Great", "King Redbeard", "Captain Dimeye Beringstin") throughout the entry. On the other hand always use lowercase letters if you mention other things/beings which are mentioned within the entry ("dragonfly", "ranlesh" or "black rose").

    • Describe everything in "medieval" form
      Always remember that words like "vitamins", "chemicals", "genes", "fossils" etc. usually are unknown terminology to medieval researchers. So keep away from these things, and also don't try to explain everything in detail what researchers of the 20th century have found out. Researchers of the Middle Ages weren't really "scientists", but mainly investigated what they could see, watch and thus describe. We have alchemists in the "medieval" world of Santharia, no chemists, which is an important difference, as alchemists are still lacking the profound background chemists of nowadays have.

      In the same respect I guess we can't emphasize enough that though evolution and belief don't necessarily have to contradict each other in our world of today, it was impossible to think of such things 1000 years ago. Especially in a fantasy world like ours I think that we should forget about evolution in the Darwinistic sense completely. We have other explanations why the original landmass split into various parts (Gods/War of the Chosen) and a typical evolutionary theory doesn't fit too well to our mythical concepts.

    • Keep it as Santharian as possible
      Also try to make your people as unique "Santharian" as possible. Try to use names which represent the culture they come from, not simply random, exchangeable names. Also if you describe a person there should be a reason why this man or woman got his/her own entry in the Compendium, so try to make clear why this person has become such a celebrity.

    Return to the top 

    Guidelines on How to write Geographical Locations

    • Overview
      In the introduction and general overview you give a general description of the place. A few items should be included, such as geographical position (in what continent, what province/kingdom the place is located), inhabitants and maybe a particular item of history or legend which the town, kingdom, mountain etc. is famous for. The introduction represents a short overview for a quick reader, who only wishes to know the general things about the place.

    • Description
      In this part you describe the place itself. What's in it, who lives there, what the functions of the town, kingdom etc. are. Try at least to mention the following things:
      - landscape
      - general purpose
      - description of houses, natural surroundings

      Other items you could discuss (depends of course on what you describe):
      - religions of relevance at this location
      Anything can be in here if it relates to the place specifically.

    • Location
      Purpose of this section is to describe the exact location of the place, including kingdom and continent, with adjacent places like towns and forests and possibly kingdom borders or tribes or special landscape objects. Included could be a map cut from the main map showing the place and it's surrounding area, but this is Artimidor's work.

    • People
      What kind of people/tribes inhabit the region? And approximately how many? In which part of the region do they settle and why?

    • Coat of Arms (optional)
      If the place is a city or tower or a place similar to that, you should as well describe a coat of arms for it. The symbols and drawings on it should somehow describe the place or its attitude. If the description is done well, one of our artists may draw it for real to accompagny your entry in the Compendium. So make sure that this description is as detailed as possible.

    • Climate (optional)
      It's always good to know how the weather conditions are in the region you describe (you don't have to describe the climate for buildings of course *hehe*): When does it rain in this region? And how often? Is there snow in winter? Is it stormy all day long? Are there good conditions for crops to grow? And so on. You get the idea, right?

    • Mythology (optional)
      Often places have legends telling how the place was created or founded. To be original is sometimes difficult here, but a legend of a city can range from a city built on the fundaments of an ancient wizard's tower, the battle that was won at that spot, two heroes who met there etc.

    • Flora (optional)
      Plants, herbs, trees - put in details here! Not always required to add, e.g. if you're working on a town or village. But always good to have, though.

    • Fauna (optional)
      Animals, beasts, monsters - put in details here! Same here as at Flora. Not necessary, but nice to have.

    • Resources (optional)
      Describe natural resources and geological conditions here: Can there be found minerals in this region? Or do the inhabitants depend on fish they catch? etc.

    • Myth/Lore (optional)
      If you can think of a story or two about this place/region you describe or about sayings, proverbs associated with it, here you go!

    • History (optional)
      From the day the place was created to the day it was destroyed or to the present, a general outline of all events happening in between should be given here. It's recommended to make some sort of table for the History and you should follow this scheme:

      Date (e.g. 10.000 b.S.), Caption (e.g. Battle at XYZ), Description (What exactly happened in this battle)

    Return to the top 

    Guidelines on How to write Kingdoms and States

    • Names
      What is the title used in official documents? Any variations? How do the citizens call their country? How do other nations refer to the state? Any shortened names?

    • Overview
      In the introduction you give a general description of the place. A few items should be included, such as geographical position (in what continent, what part the kingdom is located), inhabitants and maybe a particular item of history or legend which the country is famous for. The introduction represents a short overview for a quick reader, who only wishes to know the general things about the place.

    • Location
      The purpose of this section is to describe the exact geographical location of the country. Neighbouring states, key landmarks and kingdom borders should be mentioned. Please include a map if possible. It would be ideal if you also have some sort of development map at hand which is used during further development. This doesn't need to be a map drawn for the site, but it should be available somewhere at the Forum (continent forum) and serve for reference for others and the developer himself/herself.

    • Description
      Here you describe the place itself. Think of this more along a birds-view depiction of the landscape, kingdom and its towns. An option is to be as atmospheric as you can be in your writing to bring the place alive in your readers' imagination. Try at least to mention the landscape, description of houses (if there is a distinct style; if there are quite a number of architectural styles do not mention them all here! Try to keep the kingdom overview as simple and straightforward as possible - remember you are writing for people who know nothing about this place not a fellow scholar on the subject!), natural surroundings.

    • Coat of Arms
      Describe the official coat of arms, if any, and perhaps add why it looks like this, what the symbols mean and what historical, cosmological or mythical significance they have. If there are more than one, try to give a brief description of all or mention the most important or frequently used one, make an entry on the various coat of arms used in your kingdom and link it here.

    • People and Culture
      This section can perhaps be regarded as a "Tribes Overview", where you explain who lives in the kingdom a bit. Unless you have a pressing reason, the passage should be precise and brief per tribe. Recommended to be contained in this section are the following:

      • Culture Abstract
        There could be several tribes and even races living there (just think of Santharia!), and this determines the culture in general. But remember: each of the tribes already has (or should soon have ) their Tribe Entries.

        Social life, unique cultural elements/rituals, education can be mentioned here if there is an established one for the whole of the kingdom (i.e. if there is a common education system in place throughout the kingdom write about that here instead of mentioning how each tribe prepares its individuals for life. Same goes for the culture: Does the culture of the kingdom greatly resemble one of the tribes? or is it something like "more than the sum of the parts"?)

        Holidays, festivals and observances celebrated throughout the state too can be revealed here.

      • Tribes Overview
        What's important here is the rough outline of what defines these people and their orientation in life. Below are a few ideas you might wish to touch on. You can decide for yourself if you want to make a separate sub-section for each. That depends entirely on the complexity of your kingdom's society and your plans!

        a) Appearance & Characteristics
        Physical and psychological characteristics as well as their perspective towards life go here. If several tribes occupy your kingdom please list & describe them in order.

        b) Pursuits & Occupations
        What do these people do with their lives? What do they do to earn a living? Mention only the most common and important ones (Avennorian pearl divers, Caltharian dyers etc.) - remember that this is an overview! It is impossible, awfully time-consuming - and unnecessary - to talk about every single occupation known to these people. Broadly speaking are these people farmers, traders, warriors or have primarily other interests? You may also wish to mention a few "unique" occupations if there are any (like Aesteran "Soothers" and Eyelian "Beastmasters").

    • State Organization
      How is the state or kingdom organized? Around one person or several? How is the political hierarchy structured? Strong central authority? Unified or federal? What type of government does the kingdom have? Is it a monarchy, republic, a tribal one? Is it an empire, a normal kingdom or a city-state? What are the ruling principles: democracy, tyranny, absolute authority etc. Anything unusual about the politics or the government of this kingdom? And optionally: Can you see any major drawbacks or flaws?

    • Climate
      Weather conditions. This is especially important for agricultural societies but it will generally influence modes of living (housing styles and city planning), production or even their culture and psychology (ever wondered why Holthans look so miserable the whole time?)

    • Economy
      What is the major source of income? What is the economy based on? What type is it - e.g. feudal, entrepreneurial (free market), state-controlled? This abstract should be followed by the following sections:

      • Resources
        This section should contain some details about minerals and raw materials, fauna and flora. Make a different section for each of the above. Try to be as concise and close to a bullet style (though of course with proper sentences) as possible. This should be an informative section, one which other developers can a quick glance to see what resources the kingdom has.

      • Production
        This is again is meant to be a quick reference for developers working on adjacent places or trade networks.

        Give some general information about the production system. For instance if this is mainly an agricultural society: how fields are allotted, who works there, who owns the fields (government, monarchy or individuals?), where does the product go. I.e. does the state control or own production facilities? If so how is the produce allotted, collected? Also: What are the main items of production? In what quality and quantity are they produced - barely enough to support the populace or in abundance? Any commodities the kingdom is famous for (like the Zhunite with their olive oil & wine and the Anpagan with their tobacco and perfume)?

      • Trade
        What do we absolutely need to know? What are their specialities or items the people living in the kingdom/state trade most frequently? Or are they a secluded people and prefer to depend on themselves for survival, shut to the outside world? Remember trade affects prosperity, affluence prompts refinement and sophisticated pleasures - so whatever you write here is going to influence your whole kingdom and tribe(s)!

        If you're feeling really cooperative, you may include a table of major imports and exports (if possible with the trading partners) - remember to consult the other developers in the region first though!


    • Military (optional)
      This section is of greater importance in aggressive or expansionist (empires for instance) states. How is the military structured? Is the kingdom known for a specific army type (for instance Aca-Santerra and the Anpagan Rebuplic are major players in the Nybelmarian seas whereas the Krath Empire once had a legendary land army)? Are there any legions, soldier types unique to this kingdom?

    • Religion (optional)
      Once again the overview rule: Making sure that the reader sees what the prevalent religion is (if there is any - or there may be several!), what are its outstanding characteristics (you could include here: the deities and their roles, the belief outlines, its prophet or founder (if it is of importance like Prophetess Neehra is for the Azhorhria of Aeruillin) - Are there any religious holidays, festivals, observances?

      Although this features more prominently in theocratic states, you may wish to mention why the religion is of relevance to the kingdom (e.g. are the citizens passionate believers, zealots, bigots or do they have a very relaxed attitude to belief - by the way: does the religion have a holy book or text? Do clerics play an important part in daily life? What about government affairs? Do religious teachings have a say over way things are done? Does it constitute the basis of the "moral code"?)

    • Important Achievements (optional)
      You can mention here for what exactly the kingdom or its citizens are famous for - like an important building which was erected, inventions, political breakthroughs etc.

    • History (optional)
      From the day the kingdom was created to the day it was destroyed or to the present, a general outline of all events happening in between should be given here. It's recommended to make some sort of table for the history and you should follow this scheme:

      Date (e.g. 10.000 b.S.), Caption (e.g. Battle at XYZ), Description (What exactly happened in this battle, written in present tense)

      Items you may include in your History overview:

      - Origin/development of the kingdom (rise, expansion, golden age, fall).
      - Important people (plus living dates) or events in this tribe's or race's history.
      - Any unique/important cities, castles, strongholds etc. built by the tribe/race should also be put in the History section

    Don't feel obligated to mention all of the mentioned optional sections! Just decide on what is crucial or what we need to know to better understand the kingdom (remember this is primarily an entry about your kingdom). You may pick some of these or add some of your own! Good luck! If you follow these guidelines I'm sure developing kingdoms and states is much easier and will produce better results. - In this regard: Happy developing!

    Return to the top 

    Guidelines on How to write Buildings

    • Overview
      Full name of the building, short summary on the most important things stated at the rest of the entry: where the building can be found, what's its purpose etc. Approx. 2 or 3 lines.

    • Location of the Building
      Mention here the area of city/village, city/village name, province, continent where the building is located.

    • Function of the Building
      What's it used for? Who works there? Why was it built in the first place? Are there different functions that take place? Is it single- or multi-purpose?

    • Description
      Exterior appearance, height, size - in Santharian measurements of distance or area - material constructed from, architectural features, interior divisions and rooms, additions, areas of use, etc. - all that kind of stuff.

    • History
      Brief list of dates or sequence - when built by whom, how long functioning, any important changes in its use, any vital events that happened on the premises or in the area, any renovations or rebuildings, etc.

    Return to the top 

    Guidelines on How to Post Own Proposals

    This thread was made in order to harbour all kinds of proposals for stuff you find referenced on the site, which should be made into a Places entry.

    For example if you write an entry and mention a place with a certain name, but haven't done an entry on it, just post the details here, so that other people can pick up the idea and work e.g. in this case on a Places entry for this location.

    If you post something here, make sure to do it in a certain syntax, though, so that it looks for example like this:

    Quote
    The Bitter Creek (eastern Santharian province of Manthria)
    Referenced by: Thuja
    Search Link: See here
    Details: This stream flows out of the northern Mithrals into the Adanian Sea. It is located south of Holt with its source in the foothills at the base of Lorsidre Peak. There are many hot springs that bubble up out of the ground where the creek begins, bringing many metallic salts and minerals with it. This in turn has given the stream a foul taste and unpleasant smell hence the name. Plants growing along the banks of this creek are stunted and sickly.

    To sum it up:

    - The name of the place should be in yellow and bold and his profession/function.
    - Below you should write "Referenced by" so that everyone knows who has made the entry where the reference word/name is mentioned.
    - The other sections should be in orange.
    - Also essential is a Search Link. In order to get such a search link, click here first. Then type in what you're searching and click on Submit. - Now copy the URL from the page which appears now and use it at your post.
    - At the Details section specify anything an entry should definitely contain. Not necessarily required, but helps everyone a lot to know what you mean.

    Return to the top 

    Exemplary Places Entries

    Exemplary Places entries are contributions, which are recommended for everyone to read prior to starting an entry on your own. You don't have to read all of the suggestions of course, but the more the better to get a look and feel what is possible and what is recommended in terms of style and detail depth. These entries represent how it should be done in the most ideal case, containing cross-references to other entries, lots of ideas and in depth description details, lore that can inspire other entries, and so on. Some of these entries needed weeks to finish them, but you can also clearly see the work that has gone into it!

    Please note that not everybody can start with an entry that is as good as one done by members who know larger parts of the site by heart as they have stayed here already for years. Try to start small, but take the given suggestions as references in quality and depth you should strive for to achieve. A Places entry might be a bit more complex than designing a beast or a plant, but after all it's also much more rewarding once you have it finished, be assured! :)

    And here are the examples you might check out in order to make your own entries more perfect:

    Example qualifying as masterpieces
    The Drifting Woods
    The Evergrey Bridge
    The Port of Lorehaven
    The Port Town of Ciosa
    The Scattersand Shoals
    The Village of Courtford

    Smaller, but still very well done entries
    Dead Fisherman's Grotto
    The Pest Pillar of Nyermersys
    The Chosen Keep Tak'dinal

    Return to the top 

    Entry Templates for Downloading/Copying

    In order to facilitate working on Places entries you can download predefined templates. The templates are textfiles, which contain all the necessary and optional sections of the entries and are already formatted so that they appear as coloured bold captions once you post it at the board. You only need to add your text below the section and remove sections you don't need, and post the result.

    If you left-click on a template you'll open it in a new browser window. From there you can mark the contents in the new window (right-click and "Mark All" in Internet Explorer for example), then open a new topic and paste it in. Or you can right-click on the template, save it on your hard drive and work offline.

    And here are the available templates, ready for your disposal:

    Standard Places Entry Template (including suggestion text)
    Buildings Places Entry Template (including suggestion text)
    Kingdoms Places Entry Template (including suggestion text)

    Standard Places Entry Template
    Buildings Places Entry Template
    Kingdoms Places Entry Template

    Detailed Entry Check template (Uri-check)
    Post Places Suggestion template

    Return to the top 

    Evocative Geographical Placenames

    Looking for inspiration regarding what kind of places you could do? Here's some help regarding evocative geographical placenames that might be of use for everybody who has contemplated doing a Places entry (abridged from the Getty Thesaurus) - have fun to pick something to work on!  :thumbup:

    PlacenamePlacenamePlacenamePlacename
    abbeyabyssal plainacademyanchorage
    ancient siteannexaqueductarchaeological site
    archipelagoareaarenaarrondissement
    arroyoatollbailiwickbank
    basebasinbattlefieldbay
    bayoubeachbendbight
    bogborder (boundary)boroughbridge
    brookbuildingbulwarkburial chamber
    burial sitebuttecampcampus
    canalcantoncanyoncape
    capitalcastlecatacombscataract
    cathedralcavechannelchurch
    citycity-stateclancliff
    cliffscloistercoastal settlementcoastline
    collegecolonycommanderycommercial center
    commonwealthcommunecommunitycompany center
    confederationcontinentcontinentsconvent
    countrycountry housecountshipcounty
    county seatcovecraftsman centercrater
    crater lakecreekcrossingcultural center
    cultural groupdefiledeltadepot
    depressiondesertdeserted settlementdespotate
    diocesedisputed territorydistrict capitalditch
    dominiondry lakeducal residenceduchy
    dynastyearldomelectorateemirate
    empireenclaveescarpmentestate
    estuaryfarmfederationfief
    fieldfiordfishing communityfishing spot
    flatflood plainfordforest
    fortfortificationfortified settlementfortress
    forumfree portfrontierfrontier settlement
    fur stationgapgardengeyser
    ghost townglaciergorgegovernorate
    grand duchygulfgullyhacienda
    hamletharborheadlandheath
    hermitagehighlandhighwayhill
    hospitalhouseimperial cityinactive mine
    independent cityinland portinletisland
    island groupisland nationislandsislet
    isletsisthmusjudicial centerjungle
    khanatekibbutzkingdomlagoon
    lakelakesland bridgeland grant
    landgraviatelava flowleaguelevee
    local councillocal districtlocal regionlocale
    locklordshiplost settlementlost watercourse
    mandatemanormansionmarch
    margraviatemarket centermarshmassif
    mausoleummeadowmeandermegaliths
    memorialmesametallurgical centermill
    mineminesmissionmonarchy
    monasterymonastic centermonumentmoor
    mountainmunicipalitymunicipiummuseum
    nationnatural archnatural pillarnature reserve
    navigation channelnecropolisneighborhoodneutral zone
    noble residencenunatakoasisoasis settlement
    oblastoceanoligarchyoppidum
    palaceparishparkparkway
    passpassagepeakpeninsula
    pilgrimage siteplainplantationplateau
    plazapointpoleispond
    poolportprefectureprincipality
    prioryprisonpromontoryprotectorate
    provincepueblopyramidquarry
    racetrackrailroadrain forestranch
    rapidsravinereefrepublic
    reservoirridgerioneriver
    river mouthriver portriver settlementroad
    rockrouteroyal residenceruined settlement
    ruinsrunrural communityrural district
    sacred sitesalt lakesalt marshsanctuary
    sand barsatrapyseaseaport
    sestieresheikhdomshipbuilding centershipyard
    shireshoal shrinesite
    slopesloughsoundspit
    springsquarestage stationstate
    straitstreamstreetstructure
    subcontinentsultanatesunsuzerainty
    swampsynagoguetell (archeological site)temple
    territorytombtowertown
    townshiptrade centertrailtransport point
    transportation centertreaty porttribetributary
    tunnelunderground riveruniversityuniversity center
    uplandvalleyvassal stateviceroyalty
    villavillagevilleneuvevineyard
    viniculture centervoivodshipvolcanic landformvolcano
    wadiwallwatercoursewaterfall
    waterholewellwetlandwharf
    wilderness areawoodszonezoological garden


    GEOGRAPHICAL NAMES IN "THE CATTLE-RAID OF CUALNGE (TAIN BO CUAILNGE)"

    An Old Irish Prose-Epic

    As a considerable part of the _Tain_ is occupied by connecting episodes with place-names, an explanation of some of the commonest elements in these may be of use to those who know no Irish:

    Ath=a ford; e.g. Ath Gabla (Ford of the Fork), Ath Traiged (Ford of
    the Foot), Ath Carpat (Ford of Chariots), Ath Fraich (Fraech's
    Ford), etc.

    Belat=cross-roads; e.g. Belat Alioin.

    Bernas=a pass, or gap; e.g. _Bernas Bo Ulad_ or _Bernas Bo Cuailnge_
    (Pass of the Cows of Ulster, or of Cualnge).

    Clithar=a shelter; e.g. Clithar Bo Ulad (shelter of the Cows of
    Ulster).

    Cul=a corner; e.g. Cul Airthir (eastern corner).

    Dun= a fort; e.g. Dun Sobairche.

    Fid=a wood; e.g. Fid Mor Drualle (Great Wood of the Sword-sheath).

    Glass=a brook, stream; e.g. Glass Chrau (the stream of Blood),
    Glass Cruind, Glass Gatlaig (gatt=a withe, laig=a calf).

    Glenn=a glen; e.g. Glenn Gatt (Glen of the Withe), Glenn Firbaith
    (Ferbaeth's Glen), Glenn Gatlaig.

    Grellach=a bog; e.g. Grellach Doluid.

    Guala=a hill-shoulder; e.g. Gulo Mulchai (Mulcha's shoulder).

    Loch=a lake; e.g. Loch Reoin, Loch Echtra.

    Mag=a plain; e.g. Mag Ai, Mag Murthemne, Mag Breg, Mag Clochair
    (cloch=a stone).

    Methe, explained as if from meth (death); Methe Togmaill (death of
    the Squirrel), Methe n-Eoin (death of the Bird).

    Reid, gen. Rede=a plain; e.g. Ath Rede Locha (Ford of Locha's Plain).

    Sid=a fairy mound; e.g. Sid Fraich (Fraech's Mound).

    Sliab=a mountain; e.g. Sliab Fuait.

    Note from Judy:  These should not be used verbatim and out of context but used for inspiration and reference...

    Return to the top  [/list]
    « Last Edit: 16 April 2008, 03:18:16 by Artimidor Federkiel » Logged



    "Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
    Artimidor Federkiel
    Administrator
    ****

    Gained Aura: 538
    Offline Offline

    Gender: Male
    Posts: 23.091



    View Profile Homepage
    « Reply #1 on: 17 August 2005, 12:27:00 »

    Places of the Santharian Province of Manthria

    The Village Jyth (eastern Santharian province of Manthria)
    Reserved by: Nsikigan Yourth
    Referenced by: Bard Judith
    Search Link: See here
    Details: A prosperous collection of farmhouses, busy with the bustle of feeding New-Santhala, is the village of Jyth. Almost every vegetable harvested from the Jyth Farmlands to the west goes straight into the mouths of New-Santhalans - and almost every san of profit goes back to the Jyth farmlords. Jealously guarding their boundaries and borderstones, these thriving agriculturists pass their skills and their land down from sire to scion in unbroken tradition.


    Mount Evermourn (eastern Santharian province of Manthria)
    Referenced by: Artimidor
    Search Link: See here
    Details: Mount Evermourn, along with the mountains of the Mithral, the Sentinels and the Griffin's Marl, is one of the highest mountains in the Santharian province of Manthria. It is located at the east coast, between the two largest cities of the province, Marcogg and Ciosa, and its highest peak, the Kilmaen, is supposed to reach more than 4.000 peds in height. Mount Evermourn is said to stand guard to the Deep Julin Barrows (Ciosa's Rest), where among many others the legendary Glandorian and first Avennorian settler Troi Ciosa, was buried, thus the mountain received its name.

    Mount Evermourn however is more than that: Though most of the crystals in the mountain have already been mined, you can still find many interconnected stalactite caves and a gigantic underground sea, Lake Glandolan, in Mount Evermourn, with an isle of stone on it. There the ancient Avennorians erected the sparkling self-illuminating underground citadel Ciosastran out of the most valuable materials available and they built magnificent golden bridges to reach the isle from all sides. At Ciosastran the leaders of the Avennorians met to discuss important matters, and during the time of the Vardýnnian atonement the stalactite caves even became home to many people who believed that remaining in the eternal night outside would be there doom.

    Since then Ciosastran is more than just an official meeting place, but has developed to a location for people who seek the different. In the expanded Ciosastran citadel you will now find alchemists, spell shops for Xeuátans, some of the most famous smiths and mapmakers, who can endow you with cartographic details from all parts of the known world.
    Reserve this entry

    Ciosa's Rest, Deep Julin Barrows (eastern Santharian province of Manthria)
    Referenced by: Artimidor
    Search Link: See here
    Details: Ciosa's Rest is an enormous stone covered area to the south of the Caeythrian Mountains at the east coast of the Manthrian province in central Santharia. The region was named after Troi Ciosa, one of the famous Glandorian captains, who led his people from the north until Gebl's Nose Cape. There you can find today the port called "Ciosa", one of the first settlements of the tribe we know today as the Avennorians. Ciosa was interred at the foot of Mount Evermourn in a proud, but scarely ornamented stone mausoleum, far away actually from the town which bears his name. However, his resting place in this practically deserted area also stands for Ciosa's strong will and determination to master the odds and venture forth into inhospitable no-man's-land, which led the former Glandorians to a new home and undescribable wealth. At Ciosa's side a series of barrows was erected in the course of time, harbouring the remains of his successors and the most wealthy or famous Avennorians, who earned great merits for their people.
    Reserve this entry

    Nathembly (eastern Santharian province of Manthria)
    Referenced by: Grunok
    Search Link: See here
    Details: This small but prosperous village provides grain to both Chrondra and Marcogg.  It has a bloody history, standing on the site of a clash of forces in the third Sarvonian war.  Farmers at Nathembly still dig up skeletons - orcish, human or elven - from time to time when they plough their fields.
    Reserve this entry

    Orc's Head Point (eastern Santharian province of Manthria)
    Referenced by: Grunok
    Search Link: See here
    Details: Near the end of the third century b.S., during the Third Sarvonian War, this area was near the site of a great battle between the invading orcish forces, and the Avennorians under their king Fhalsnir together with the Tethinrhim elves.  While the allied elves and humans could do nothing to stop the orcs from crossing the Mithral Mountains through Crazy Woman Pass, they were victorious here.  They left on the Point, as a testament to their victory - so legend says - a gory pile of orc-heads taller than the tallest elf.  The pile stood there for many years until flesh wore to bone.  
    Reserve this entry

    Cleop (eastern Santharian province of Manthria)
    Reserved by: Vesk Lyricahl
    Referenced by: Grunok
    Search Link: See here
    Details: Cleop sits across the river from Courtford and began as a small offshoot of the main village in about 1200 a.S. They originally moved across the river to harvest lumber for building for Courtford and the Grassland outposts from the nearby Vanthulian Woods. Cleop is now quite independent, and has something of a rivalry with Courtford, although it is quite one-way as most Courtfordians are completely unaware of this!


    The Guardian Rocks (eastern Santharian province of Manthria)
    Referenced by: Grunok
    Search Link: See here
    Details: The Guardian rocks are a group of rocky upthrustings from the land on either side of the Mashdai river, just above Chrondra and below Lake Tribell.  They are called the Guardians because the rocks also lie in the riverbed at that point, making the river too shallow for ordinary deep-keeled boats, and therefore safe from invasion.  Only the Avennorian ships ("Bareks") were able to pass upstream of this point.
    Reserve this entry

    Starmiran (eastern Manthria, Santharia)
    Referenced by: Grunok
    Link: Search page; search for Starmiran - also some info will be in Marduran when it goes up.
    Details: Rather than a mini-description for Starmiran, I just have some notes on its founding.  They were going to go in to Marduran's history before I decided most of it was irrelevant to that particular entry.  I would have written Starmiran myself, but I will not have the time to do so for at least another six months.  Therefore, I decided to put this info up so the village could be free for the taking.

    798b.S.
    Starmiran founded by escapees.
    Before the wall (Marduran's wall - see entry) is completed a small sector of Marduran’s population escape by night from Marduran.  The escapees are mainly those of scholarly or otherwise more peaceful leanings.  They fear that taxes will rise when the wall is built, and the soldiers, with nothing else to do, will turn on the weak and innocent for sport.  For the first year they live in caves in the bush like Greylers, until they go to the Avennorian King with a story about being a community of scholars from anywhere but Marduran, who would like to settle in that area and are willing to tithe.  They are granted the right to set up a village and given friendly official protection.  By the time their deception is partially discovered in 765b.S., Starmiran is a thriving, heavily tithing village and is allowed to continue to exist.
    Reserve this entry

    Saloh Coast Area: The Bluffs of Bran, The  Woecape, The Woerocks, The Mist Marsh (eastern Manthria, Santharia)
    Referenced by: Bard Judith
    Link: Search page; search for Saloh and related area.
    Details:A particularly dramatic and dangerous part of the Har'lev'them Bay coast, just below Saloh. The Gulf of Maraya is well-sailed, and every part mapped in detail by the merchant sailors who ply its waters - but the looming Woecape has earned its name and is now avoided.

    The weather patterns there are erratic but tend to windy and rainy - a perpetual fog seems to hang over the Mist Marsh, for example - so a storm can blow up out of a lightly clouded sky and vanish as swiftly.  Raggedly carved rock formations loom out of the water, black and boding.  The grey-green waves froth and crash around them, sometimes leaping as high as three or four peds in their passion.  

    The coast itself is high, forbidding - ranging from the impassable Bluffs of Bran past the viciously-fanged Woecape itself down to the feckless and clouded Marshes.   There is literally no place for even a jolly-boat to land safely until almost past Saloh, behind the shelter of the islets known as Four Brothers.  

    Despite its fortifications, Saloh itself seems to rise out of the mists like a sanctuary, a walled city of light resting on a ring of clouds, welcome proof of civilization after so many leagues of savagely dark nature.

    Linda Tso's "Seascape"

    "This shows a spectacular view southward from the Mist Marsh below Saloh, in the midst of the "Woerocks" -  as the tiny isles and dramatic rock formations off the Woecape in Har'leve'them Bay are usually nicknamed."  
    Reserve this entry

    Return to the top  
    « Last Edit: 23 October 2009, 04:15:24 by Artimidor Federkiel » Logged



    "Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
    Coren FrozenZephyr
    Santh. Member
    ***

    Gained Aura: 157
    Offline Offline

    Gender: Male
    Posts: 3.357



    View Profile
    « Reply #2 on: 30 August 2005, 03:30:00 »

    Places of the Continent of Nybelmar

    Twofold (Northwestern Zhun)
    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.
    Reserve this entry

    Armories of the Scarlet Drake (Buildings + Trade/Politics)
    Reserved by: Decipher Ziron
    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.
    Reserve this entry


    Katkara
    Referenced by: Coren FrozenZephyr
    Link: The Voyage through Dragon's Back
    Details: 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. 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.
    Reserve this entry


    Ktsarmashik
    Reserved by: Coren FrozenZephyr
    Referenced by: Coren FrozenZephyr
    Link: The Voyage through Dragon's Back
    Details: 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.

    Reserve this entry

    Return to the top 
    « Last Edit: 04 April 2009, 22:56:14 by Coren FrozenZephyr » Logged

    "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)
    Takór Salenár
    Santh. Member
    ***

    Gained Aura: 0
    Offline Offline

    Posts: 358


    View Profile
    « Reply #3 on: 12 April 2007, 17:08:27 »

    Places of North Eastern Sarvonia

    Icelands Coast
    Referenced by: Takór Salenár
    Search Link: Please look at the  map
    Details: One of the most peculiar landscape of Caelereth can be found in North Eastern Sarvonia. Due to strange weather conditions the land is covered with snow all year round, even in summer. Only  small areas around the hot springs which can be found throuhgout the land are snow and icefree. It consists of a dozen bigger and thousands of  smaller islands. The northern ones are flat, the  south has some smaller elevations. The waterways between are frozen most of the year, but there is a time in summer when the temperatures are high enough and warm maritime currents melt the ice, so that they are open and can be used by the local people.

    Note: This entry should just cover the Icelands Coast, not the Wicker Islands.

    Must-Read: Icetribes,Icetribes map, Hrugchuck Grass

    Related entries: Remusian men (this entry may be slightly outdated) ,Thunderfoot, Hrugchuck MouseCaracal, Krrroa'haxpattl

    Recommended for apprentices and upper "levels"
    Reserve this entry

    Places of the Santharian Province of Sanguia

    Chylikis
    Reserved by: Talia Sturmwind, co author preferred (mainly for ships and harbour facilities! But other ideas welcome as well.
    Referenced by: Talia Sturmwind
    Search Link: See Varcopas
    Details:

    Chylikis is a flowering port town on the west coast of Santharia at the mouth of the Thaehelvil. Its ties to Varcopas are old and strong. Never have they been rivals. As the main port of transhipment for the goods of Varcopas which where destined for Santhala and the whole province of Sophronia Chylikis  flowered and suffered along with Varcopas. When Varcopas harbour turned out to be too small to build the big ships, Chylikis importance grew immense as it was the place where the huge oversee vessels were build from now on. Though heavily under the influence of Varcopas and dependant of the bigger town their inhabitants nevertheless try to preserve their own culture and autonomy as far as possible.
    Reserve this entry

    Return to the top 
    « Last Edit: 17 April 2007, 03:11:27 by Artimidor Federkiel » Logged
    Takór Salenár
    Santh. Member
    ***

    Gained Aura: 0
    Offline Offline

    Posts: 358


    View Profile
    « Reply #4 on: 16 April 2007, 23:40:29 »

    Places of the Santharian Province of Sanguia

    Chylikis
    Reserved by: Talia Sturmwind, co author preferred (mainly for ships and harbour facilities! But other ideas welcome as well.
    Referenced by: Talia Sturmwind
    Search Link: See Varcopas
    Details:

    Chylikis is a flowering port town on the west coast of Santharia at the mouth of the Thaehelvil. Its ties to Varcopas are old and strong. Never have they been rivals. As the main port of transhipment for the goods of Varcopas which where destined for Santhala and the whole province of Sophronia Chylikis  flowered and suffered along with Varcopas. When Varcopas harbour turned out to be too small to build the big ships, Chylikis importance grew immense as it was the place where the huge oversee vessels were build from now on. Though heavily under the influence of Varcopas and dependant of the bigger town their inhabitants nevertheless try to preserve their own culture and autonomy as far as possible.
    Reserve this entry

    Return to the top 
    « Last Edit: 17 April 2007, 03:11:10 by Artimidor Federkiel » Logged
    Artimidor Federkiel
    Administrator
    ****

    Gained Aura: 538
    Offline Offline

    Gender: Male
    Posts: 23.091



    View Profile Homepage
    « Reply #5 on: 17 April 2007, 03:08:44 »

    Suggest New Places to be Developed

    If you've got new Places suggestions, please reply to this thread and post your mini-description, the Moderator will take care of integrating the suggestion into the appropriate post! - You can grab the following template in order to facilitate suggestion posting:

    Post Places Suggestion template

    Return to the top 
    Logged



    "Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
    Petros Greenvale
    Aspiring Member
    **

    Gained Aura: 6
    Offline Offline

    Gender: Male
    Posts: 278



    View Profile
    « Reply #6 on: 21 July 2007, 07:07:29 »

    The Faerin Isles


    Referenced by: Petros Greenvale

    Search Link: please look at the far north of this...
    http://www.santharia.com/maps/continents/sarvonia.htm

    Details: The Faerin isles are a group of miniscule islands adjacent to the "ice tribes penninsula" in the far north of sarvonia. Unlike the Neibouring mainland these islands are "snowfree" from Molten ice to early Sleeping Dreameress, thanks to a warm underwater current that winds its way through the channels in between the islands. As a result to its relatively warm climate, these little island are jam packed with biodiversity. At the beggining of fallen leaf the current turns away from the Faerin isles and they become encased in a shell of snow and ice, and the whole archipelago goes into hibernation. Because of their tiny size these isles have a tiny population to match. The main inhabbitant of these islands are Mainland colonisers of the faeron and tarkyn ice tribes. Unusally these two groups of tribesmen are not at constant warfare with each other, and infact live together in small hamlets dotted across the Faerin landscape. This is thought to be because the two tribes do not have to compete with each other for food and natural resources, for these isles are abundant in both. Deep beneath the Faerin isles lie massive amounts of aurium, and this attracts all walks of life such as Eyelians and injerim elves. Most of these Foreigners come and make themselves wealthy and then quickly depart, but a few settle in their new enviroment and many towns have sprung up as a result.

    « Last Edit: 21 July 2007, 07:10:36 by Petros Greenvale » Logged

    ___________"In the pursuit of happiness,___________
     the difficulty lies in knowing when you have caught up."

    Petros Greenvale
    Ta`lia of the Seven Jewels
    Santh. Member
    ***

    Gained Aura: 143
    Offline Offline

    Gender: Female
    Posts: 11.639


    Shendar, Shen-D'auras


    View Profile Homepage
    « Reply #7 on: 21 July 2007, 11:57:28 »

    Hi Petros, I‘m sorry to intervene, but your description of these Faerin Islands are very unlikely and from development view not encouraged in the moment. Some parts of your description is even wrong. For a newbie it is of course difficult to know all the unwritten things, so it is always better to ask if it is ok before posting  things which will influence a whole area.

    - Development in Caelereth is  restricted in some way , not all places are available so we can focus on those we have started already . Manthria is the main development focus, Santharia, Part of Northern Sarvonia, Nybelmar. Aeruillin is open only to complete what has started already. Yamalquain is entirely forbidden. Main reason is that this is undeveloped land and should stay so as long as a lot of work is waiting elsewhere (icetribes area e.g.)

    Your submission:
    „The Faerin isles are a group of miniscule islands adjacent to the "ice tribes peninsula" in the far north of sarvonia. Unlike the Neibouring mainland these islands are "snowfree" from Molten ice to early Sleeping Dreameress, thanks to a warm underwater current that winds its way through the channels in between the islands.“

    - That is wrong, they are part of the next big peninsula, the peninsula of IoL, not adjacent to the Icelands coast, which is the right name for the lands where the icetribes live.

    - The main developers agreed, that all those lands which are white on the map have permafrost - where from should a warm water current come up there? Of course we could say, there is an underwater volcano somewhere, but that should be a decision of not just one person. I think to place a island with a lot of biodiversity (green and lush) in this place should be very well thought through. This is nothing else then setting a new island somewhere.

    - Another question would be you have not answered - how did the icetribes find it? It is far north, can‘t say now how many strals, but a lot!

    Deep beneath the Faerin isles lie massive amounts of aurium, and this attracts all walks of life such as Eyelians and injerim elves. Most of these Foreigners come and make themselves wealthy and then quickly depart, but a few settle in their new environment and many towns have sprung up as a result.“

    - I don‘t think, that the Eyelians will find their way up there nor that there many trade routes. It would be of course a good story, a gold rush up there, but I think the climatic circumstances(several thousand strals)  and the distance in addition to the rough sea will not allow this .

    Sorry Petros, I didn‘t want to discourage you, but just picking out any island somewhere on the map and placing there anything doesn‘t work,

    I hope, this is Art‘s and Alysse‘s view as well.

    there is a better map
    http://www.santharia.com/maps/continents/sarvonia_north_4.htm

     
    Logged

    "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"
    ***Astropicture of the Day***Talia's Long, Long List***
    Arceon Barrurbeleth
    Aspiring Member
    **

    Gained Aura: 0
    Offline Offline

    Gender: Male
    Posts: 511



    View Profile
    « Reply #8 on: 04 September 2007, 04:05:40 »

    Stony Well (eastern Santharian province of Manthria)
    Referenced by: Arceon Barrurbeleth
    Search Link: See Shady Grove, „Banditwoods“
    Details: The only thing that looks like a settlement in Shady Grove is the Stony Well. Stony Well is a group of four houses (a stable, bed house, tavern, supply house) with a well in the middle. These structures are located in the south of the Banditwoods, although the water in the well isn't near to tasty at all, the Stony Well is still a popular place for all the visitors that do not pay attention to what they eat or where they sleep. In Stony Well we can find traders who do not eat or sleep inside but camp outside, bandits of all three known bandit groups, travellers that pass from Marcogg to the Adanian Sea by the North River Road and some of the commoners. Although the tavern isn't the best in business it still makes a nice amount of money which then goes as a "protection" for one of the bandit groups.
    « Last Edit: 18 September 2007, 19:05:47 by Arceon Barrurbeleth » Logged

    Ta`lia of the Seven Jewels
    Santh. Member
    ***

    Gained Aura: 143
    Offline Offline

    Gender: Female
    Posts: 11.639


    Shendar, Shen-D'auras


    View Profile Homepage
    « Reply #9 on: 18 September 2007, 05:17:35 »

    Wastes of Despair
    Referenced by: Talia Sturmwind
    Reserved for: Talia Sturmwind
    Search Link: See map
    Details:
    There is rarely a name more fitting to a landscape than the „Wastes of Despair“ to that region south of the Icelands Coast in the  north-east of the Northern Sarvonian continent. Though the soil is fertile in places and plants are fighting to survive it is a „badland“ par excellence. The volcanic activities the whole region is famous for is here the cause for geysers, springs with hot erupting water, which might have acid properties on top. Poisonous vapours  creeping out of the finest crevice  make breathing very hard if not impossible. In-between salt pans give way to treacherous quicksand. But that is not all a traveller weary of life can find there. Depressions are often not only filled with hot or murky water, but with a mixture of oils and other fluids dangerous to any living being.
    This would not cause any problems to the people living in the surrounding areas if in this deserted lands would not lie riches of unimaginable dimensions. Through the centuries precious stones and minerals have enticed  many adventurers to risk their live for the chance to get rich fast.

    Logged

    "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"
    ***Astropicture of the Day***Talia's Long, Long List***
    Ta`lia of the Seven Jewels
    Santh. Member
    ***

    Gained Aura: 143
    Offline Offline

    Gender: Female
    Posts: 11.639


    Shendar, Shen-D'auras


    View Profile Homepage
    « Reply #10 on: 18 September 2007, 06:09:38 »

    The Town of Barsalon
    Referenced by: Talia Sturmwind
    Reserved for: Talia Sturmwind
    Search Link: See here, east of the Heath of Wilderon, west and closer to the Wastes of Despair
    Details:
    There are not many towns of this size who are proud of their thieves, murderers and cut-throats. Barsalon with its (30k-60k???) inhabitantsis a city which boasts with its negative reputation. It is feared by every merchant who is forced to travel to it, to use it as station to fill up his resources. But due to its central location in the northeast of Northern Sarvonia and out of historical reasons there is no way to avoid it when business leads you from the Kanapan peninsula to the Icetribes‘ lands, nor is there a way for merchants and their goods to get past it when coming from the west, the Kuglimz territory or even farther from the south, from Santharia. The Stormcloaks never succeeded to build a major dependance in Saeroth. The difficult water currents were blamed for it, but rumours tell that it was the intervention of Barsalon.  But it is not only the trade which lets this town thrive in an inhospitable surrounding. It is the gate to the Wastes of Despair which lie in the east, a region as dangerous and hostile as one can imagine, but with the promise to give away vast riches to those who dare to enter.
    Logged

    "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"
    ***Astropicture of the Day***Talia's Long, Long List***
    Bard Judith
    Santh. Member
    ***

    Gained Aura: 365
    Offline Offline

    Gender: Female
    Posts: 7.650


    Dwarvenmistress


    View Profile Homepage
    « Reply #11 on: 14 April 2008, 21:18:05 »

    To be added to the bottom of the first entry in this thread:  Evocative Place Names:

    GEOGRAPHICAL NAMES IN "THE CATTLE-RAID OF CUALNGE (TAIN BO CUAILNGE)"

    An Old Irish Prose-Epic

    As a considerable part of the _Tain_ is occupied by connecting
    episodes with place-names, an explanation of some of the commonest
    elements in these may be of use to those who know no Irish:

    Ath=a ford; e.g. Ath Gabla (Ford of the Fork), Ath Traiged (Ford of
    the Foot), Ath Carpat (Ford of Chariots), Ath Fraich (Fraech's
    Ford), etc.

    Belat=cross-roads; e.g. Belat Alioin.

    Bernas=a pass, or gap; e.g. _Bernas Bo Ulad_ or _Bernas Bo Cuailnge_
    (Pass of the Cows of Ulster, or of Cualnge).

    Clithar=a shelter; e.g. Clithar Bo Ulad (shelter of the Cows of
    Ulster).

    Cul=a corner; e.g. Cul Airthir (eastern corner).

    Dun= a fort; e.g. Dun Sobairche.

    Fid=a wood; e.g. Fid Mor Drualle (Great Wood of the Sword-sheath).

    Glass=a brook, stream; e.g. Glass Chrau (the stream of Blood),
    Glass Cruind, Glass Gatlaig (gatt=a withe, laig=a calf).

    Glenn=a glen; e.g. Glenn Gatt (Glen of the Withe), Glenn Firbaith
    (Ferbaeth's Glen), Glenn Gatlaig.

    Grellach=a bog; e.g. Grellach Doluid.

    Guala=a hill-shoulder; e.g. Gulo Mulchai (Mulcha's shoulder).

    Loch=a lake; e.g. Loch Reoin, Loch Echtra.

    Mag=a plain; e.g. Mag Ai, Mag Murthemne, Mag Breg, Mag Clochair
    (cloch=a stone).

    Methe, explained as if from meth (death); Methe Togmaill (death of
    the Squirrel), Methe n-Eoin (death of the Bird).

    Reid, gen. Rede=a plain; e.g. Ath Rede Locha (Ford of Locha's Plain).

    Sid=a fairy mound; e.g. Sid Fraich (Fraech's Mound).

    Sliab=a mountain; e.g. Sliab Fuait.


    Note from Judy:  These should not be used verbatim and out of context but used for inspiration and reference...
    Logged

    "Give me a land of boughs in leaf /  a land of trees that stand; / where trees are fallen there is grief; /  I love no leafless land."   --A.E. Housman
     
    Artimidor Federkiel
    Administrator
    ****

    Gained Aura: 538
    Offline Offline

    Gender: Male
    Posts: 23.091



    View Profile Homepage
    « Reply #12 on: 16 April 2008, 03:23:48 »

    Okeydokey - was added, Judy :) I'll clean this thread up a bit once you've seen that I've added your post in.
    Logged



    "Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
    Smee
    Aspiring Member
    **

    Gained Aura: 20
    Offline Offline

    Gender: Male
    Posts: 340



    View Profile
    « Reply #13 on: 07 July 2009, 19:01:24 »

    Just a quick update as I'm wandering around the dream hoping to be violently mugged by some sneaky inspriation...

    - Simsy can now be removed, it is developed.

    - Myrth is reserved/well on it's way to being developed by Drasil

     :)
    Logged

    "The path of my life is strewn with cowpats from the Devil's own satanic herd!"
    Bard Judith
    Santh. Member
    ***

    Gained Aura: 365
    Offline Offline

    Gender: Female
    Posts: 7.650


    Dwarvenmistress


    View Profile Homepage
    « Reply #14 on: 07 July 2009, 22:41:32 »

    Thanks, Art!  Feel free to do some housecleaning...
    Logged

    "Give me a land of boughs in leaf /  a land of trees that stand; / where trees are fallen there is grief; /  I love no leafless land."   --A.E. Housman
     
    Pages: [1] 2
    Print
    Jump to:  

    Recent
    [27 March 2019, 00:01:57]

    [21 June 2018, 14:28:00]

    [31 May 2017, 06:35:55]

    [06 May 2017, 05:27:04]

    [03 April 2017, 01:15:03]

    [26 March 2017, 12:48:25]

    [15 March 2017, 02:23:07]

    [15 March 2017, 02:20:28]

    [15 March 2017, 02:17:52]

    [14 March 2017, 20:23:43]

    [06 February 2017, 04:53:35]

    [31 January 2017, 08:45:52]

    [15 December 2016, 15:50:49]

    [26 November 2016, 23:16:38]

    [27 October 2016, 07:42:01]

    [27 September 2016, 18:51:05]

    [11 September 2016, 23:17:33]

    [11 September 2016, 23:15:27]

    [11 September 2016, 22:58:56]

    [03 September 2016, 22:22:23]
    Members
    Total Members: 1019
    Latest: lolanixon
    Stats
    Total Posts: 144591
    Total Topics: 11052
    Online Today: 102
    Online Ever: 700
    (23 January 2020, 20:05:39)
    Users Online
    Users: 0
    Guests: 86
    Total: 86

    Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2005, Simple Machines
    TinyPortal v0.9.8 © Bloc
    Valid XHTML 1.0! Valid CSS!
    Theme based on Cerberus with Risen adjustments by Bloc and Krelia
    Modified By Artimidor for The Santharian Dream
    gfx
    gfxgfx gfxgfx