Santharian Development

Santharian World Development => Places and Map Design => Topic started by: Niccoli on 27 November 2006, 04:09:33



Title: Sunth
Post by: Niccoli on 27 November 2006, 04:09:33
Introduction/Overview
Once a pirate’s town on the shores of Manthria, tending towards corruption and general lawlessness, Sunth is one of the great cesspools of the continent. Sunth is set on the eastern shores of Manthrian province in Santharia and possesses 600 souls, or what is left of them, at best. The village is infamous for it's lack of any firm laws.

Description
Sunth is a somewhat lawless village on the north side of a small inlet in the north east area of Manthria. The village itself is centered on the docks district. Warehouses and taverns make up the core area, most of which are filled with drunken sailors, sly con men, or some manner of drunken or hungover rabble.
The exterior area around the village consists of a rather barren landscape of rock, scrub grasses and the occasional hardy bush growing out of the rock. The soil is very poor, and there is no place for agriculture of any kind, beyond the small gardens that some of the innkeepers have in back of their establishments.
Most of the buildings are constructions of quarried limestone and timber brought in from the surrounding area The occasional pinewood building exists on the outskirts of the village, but for the most part, it becomes far too cold in winter for them to be of any use beyond storage.
While being a terrible cesspool of some of the vilest members of Santharian society, the village of Sunth does harbor a single temple to Grothar, the Weatherlord, and a shrine to Baveras, the Sea Goddess - both Gods are typically worshipped by the Avennorians, who see themselves as a folk of the sea. Some of the more religious sailors tend to pray at one or both of these before heading out to sea on a long voyage.



Location
The village lies on the eastern shores of the Adanian Sea in the province of Manthria, which is part of the the United Kingdom of Santharia. The village sits at the eastern extreme of the Propsper Mountain Range, and is characterized by its rocky, acidic soil. To the east lies Deepgorge Mine and 60 some odd stralls from the nearby hamlet of Kneef.
 
People
Sunth serves as a haven for those seeking to avoid the law, disappear for a while or just weasel their black hearts out. The village itself is populated by a motley collection of pirates, exiles and other such undesirables as one could imagine. It harbors all manner of shady dealings and underhanded deeds imaginable. The population of the village is estimated a hearty 600 souls, though due to the influx from sailors it can vary quite a bit. The town is riddled with beggars of all description, who all seem to congregate in one area of the village  though some means unknown to the average person. The worst in recent memory however, is the town's de facto leader, self-proclaimed Mayor and supposed descendant of Sygar, Elias Reedbark. Reedbark and his right hand man, the captain of the guard, Paul Terst. Reedbark and Terst, along with the select few 'lieutenants' appointed by Terst, ran the village  with an iron fist and a sword made of fear itself. While there is no proof of some of the claims there have been buildings, businesses and homes that have mysteriously been burned down, or ransacked, and every now and then, someone just seems to 'disappear' from the world of the living at large.

Coat of Arms
The Sunthan coat of arms consists of a dark blue-green field with an emblazoned carrion bird at the top and the ribs of a wrecked ship at the bottom, the bird swooping towards the ship . The wrecked ship supposedly represents the eponymous ship of the town, Jonathan Sygar's Sunth which he grounded and gutted on the shore of what is now the village of Sunth. The carrion bird was a later edition from the residents of the village after the crash of deepgorge's fyrite supply. The carrion bird was once a soaring flying fisherman, in time immemorial from before the collapse of Deepgorge.
 
Climate
The area itself is quite barren, almost impossible to grow anything worth speaking of on its soil. During the colder months trade shuts down for the winter, though a few caravans will make the passage from further inland to deliver what supplies are needed. Spring brings heavy rainfall, and any buildings in low lying areas of the bay, such as the huts used by herb gatherers and one or two the hermits’ ramshackle constructions will be flooded at least a bit. During the summer trade is booming, and many people manage to go to or from the area to trade goods.

Lore
The local tavern tales say that none other than pirates from the crew of Jonathan Sygar founded Sunth. The men of the crew used the inlet as a refuge during the manhunts that constantly pursued Sygar, or during the winter months when sea travel in the waters surrounding the province became unfeasible. After plying the waters and the ships of unfortunate merchants for twenty some odd years, Sygar grounded one of his ships, the Sunth,  in waters off shores the ramshackle community that had been erected and set to work building the town into the center it was before the colapse of Deepgorge today. There is a small memorial to Sygar in the northwest corner of the town, on a small bluff overlooking the town.

 Flora
Evergreen trees tend to grow particularly well in the soil, when it is deep enough, due to their shallow roots and general overall hardiness. The tree's themselves are some of the few resources in the area.

Fauna
The Bonehead fish, Flyer Crab  Banded Ricau and the Flying Fishermen all make their homes in the rocks and sands around the village. There are also occasionally taenish in the community though they rarely last the winter and the dead birds are consumed after they succumb to the bitter cold and the driving wind.

Resources
There is very little in the way of useful resources in the area. There are several veins of clay to be exploited in the immediate surrounding and the opposite coast of the inlet boasts several different ores, among them, nickel and copper among them. Up until the a few centuries ago, fyrite from deepgorge was the village's  top export and the driving for of their economy. The fishing in the area is fair enough and many subsist on a diet of fish and what dried fruit they can save from the summer months during the winter. The few stands of pine and other evergreens as can grow in the area are the only other exploitable resource in the area, Deepgorge having been mined out and generally being regarded as a worse place than the lowest back alley of the town itself. The local pine trees, if they aren't worm infested are sometimes used to build small boats for fishing or repair existing ships.


History
The official history is sketchy due to the lack of public records kept before 1137 . After this the records are still something in the way of scant due to poor records keeping and the unfortunate arson of the buildings where the records were kept.

First Mention of the village  in records: “A small, hearty fishing community on the eastern shores of the province.”

1137 Deepgorge mine opened.
Money pours into the town. Docks district grows much faster to accommodate the new shipping and trading going on in the town.

1193 Mining continues in Deepgorge.
Neighbouring towns begin trading and mining fyrite from the mines, further utilising the supplies.

1262 Deepgorge mine runs dry.
Economical depression follows, much of the population migrates south west towards other towns or leaves by sea. Looting and general thievery and crime ensues. The town is virtually gutted by year's end.

1279 Exodus
Fire burns down half of the village, including much of the docks district. Further emigration from the town. The records building is razed to the ground, and not rebuilt.

1563 The first Wave
New wave of exiles, criminals and other such ne'er dowels and unwanted members of society descend upon Sunth and begin to populate the village. Of note, Elias Reedbark is one of those who is mentioned frequently during the annals of the day.


Title: Re: Pardas- Town
Post by: Ta`lia of the Seven Jewels on 27 November 2006, 04:43:19
Isn't such a huge town as the map suggests a bit a big project for a newbie like you, Niccoli? Wouldn't be a small hamlet or village be a better start? What you have so far looks quite nice, but I think it is not suited for Pardas, which has already a history (not written down, just mentioned in the timeline on the history forum).
I would suggest to look for a small coastal village on the Santharian  map, that would suit what you have so far better.


Title: Re: Pardas- Town
Post by: Niccoli on 27 November 2006, 04:47:13
Thanks, would be nice to still work on this though. An do not underestimate the powers of the newbie!  :grin: Back to the map! (it wouldn't be possible to acidentally erase the timeline?


Title: Re: Pardas- Town
Post by: Ta`lia of the Seven Jewels on 27 November 2006, 04:56:39
Surely not, there are newbies which are just great! But we want to test that out!

Nicccoli, have you read through all the newbie stuff? There you will find under technical stuff and basic development following sentence:

"Here's a list of recommended developmental rankings, proposals in which field you can/should start to develop as a newbie:

1.)  Ideal for newbies are things like Resources, Industries, Plants, Beasts (within reason), Spells (within the format) and Items (within reason), Stories and Tales - may all be created and written by Newcomers, Apprentices, and Members to hone their skills, learn the template system, and demonstrate their creativity.

2.) Towns, People, Artifacts, History entries, and so on may be created as masterworks by Apprentices - upon approval from their Mentor and Council - or by any Member
"

I looked for you onto the Manthrian map: what about

BAREKMAHR (look at description) eastcoast, mouth of Mashdai river
or more in the north: Rolyri, Sunth, (north of Parthanul)




Title: Re: Pardas- Town
Post by: Ta`lia of the Seven Jewels on 27 November 2006, 04:58:59
And no, we won't erase the timelone we finally set up with a lot of hard work (we met  in person to accomplish that!)!


Title: Re: Pardas- Town
Post by: Niccoli on 27 November 2006, 05:10:49
alrighty then, back to the map.


Title: Re: Vetlin- Town
Post by: Niccoli on 27 November 2006, 07:22:21
Apollogies for double posting but IT EXISTS! Vetlin, it was mentioned in the entry for the banded ricau. So i've changed it. Yay me!  :grin:


Title: Re: Vetlin- Town
Post by: Ralhag Silverskin on 27 November 2006, 07:27:44
Check spelling, the map says Veltin....

Just a quick heads up...

Ralhag


Title: Re: Vetlin- Town
Post by: Ta`lia of the Seven Jewels on 27 November 2006, 14:58:42
And Veltin is a town with a lot of history already, please stick to a village or something smaller.
If you don't want to do a village on the Manthrian map, which we dearly recommend, for this is the focus of development, then look at least for another name. If you really found Vetlin (it is not in the banded riceau), then this is probably a spelling error. Two so similar names make no sense and are just confusing.

We all have sometimes more than one submission in the make, but for newbies it is dearly recommended to finish their first submissions first and then go to another one. So, how is the foxglass progressing?


Title: Re: Vetlin- Town
Post by: Niccoli on 27 November 2006, 20:41:47
Is there nothing with history that I can use! Please don't tell me the Isles of Ram (there are two villagey town things on them) already have history. All the villages there are Tyr ______ meanng they are dwarven. What am I to do with a village worth of drunken sailors?


Title: Re: Vetlin- Town
Post by: Ta`lia of the Seven Jewels on 27 November 2006, 21:22:25
Why do you need to take an untouched territory? The islands of Ram are near Sarvonia, that is true, but why not take just one of the proposed small villages on the Manthrian map - as I have proposed to you? That is the region we want to develop, and your village seems to fit in there very well. Of course you could just invent a new name and place your village/town (600 people are fine) anywhere on the eastern coast, but why not in Manthria? The places in Manthria I proposed would fit very well for your purpose - and you could add some history to your town or insert some links to already developed places like Marcogg, or Holt.
Have you looked at the Manthrian map already, found it? It is
here (http://www.santharia.com/maps/provinces/manthria_frame.htm)
Scroll to the right side (east coast) and then go up. You will find Marcogg and at the mouth of the river Mashdai Barekmahr. Here you can mention relations to marcogg and to Parthanul.
Or go further up: Sunth - deep gorge mine, parthanul to mention, look if there is history already written.

Go further up: Kolbruck, Nepris are written, Marduran too big, Holt written, but what about
Rolyri (have proposed that already): situated in that bay, would that not be a nice place? Maybe it is a bit more swampy there, but otherwise it would fit what you have already.
Rolyri would have connections to Holt and Cleop, already described.

Enough proposals made now.

Niccoli, we don‘t cherish very much, if somebody just pics out a place and wants to do his own stuff there without any connection to the rest - or only a few.  Go into a populated areas and do the research there you need to write up your town.

Your entry looks fine, at least what I saw while skimming it over.
Give one of the proposed places a go. Art as places mod will probably go over your entry, so put some more effort in it and it will be a fine addition to the dream. You need to do some more hours of reading though, and researching. But that is worth the effort, believe me!


Title: Re: Vetlin- Town
Post by: Niccoli on 28 November 2006, 05:35:48
I meant Veltin, and its there on the Flying Fisherman entry, I got it mixed up. I didn't have my glasses on at the time, and I couldn't see anything on the big map other than the Tyr villages/towns/cities so I assumed they must be dwarven. I've found a place, I'll stick to it. And just noting here, that was very... attacky.

I've tried looking on the main site. I am now going to ask nicely if I could use Kreeswind. Its on the west coast of the continent where the original town would have been. The town is mentioned only once on the site in the entry on Shneerin.


Title: Re: Vetlin- Town
Post by: Ta`lia of the Seven Jewels on 28 November 2006, 06:00:09
No. Niccoli, I was not "attacky". If I'm atttacky, then it looks differently. I think you should note, that it is you, who should ask first, if what you intend to do, is ok. And who should be thankful for the help of a senior member.

Before you start to do ANY submission, you should ask if it is ok. You would not be the first who has to scrap his work, because it was not accepted.

Your  "I've found a place, I'll stick to it." is NOT approbate and impolite. You see, we don't have to take every submission from somebody we don't know.  Your village (not town) entry looks fine as much as I have seen from it, but we will decide, if the place you have chosen is ok to be developed.
Only those who are able to work as a team are welcome here, and so far you did not proof that you are able to work with others and listen to what they say.




Title: Re: Vetlin- Town
Post by: Niccoli on 29 November 2006, 05:33:04
What we have here is something of a misunderstanding. I meant that I was going to use the town name if I could, I wasn't trying to be stubborn about it. If I could get an answer to my earlier question, could the description be used for Kreeswind?


Title: Re: Vetlin- Town
Post by: Artimidor Federkiel on 29 November 2006, 06:04:33
Well, what Talia actually meant was to go for a place, where you have already some other places developed in the region, so that you could make at least a few references, and thus embed this village/town better.

So if you propose "Kreeswind" then it is still a location, which doesn't have that many elaborated stuff in the vicinity. It's possible of course to build a bridge to other adjacent entries here, at least it's a better idea than Veltlin I'd say. Talia proposed the Manthrian east coast, because there you already have a bunch of places descriptions, where you could make good connections.

I personally think Sunth would be a cool location for the village you have in mind. Thnk about the Myth/Lore section for example: You have the Shady Grove ("Banditswoods") in the region, then Deepgorge Mine - two locations, which can be set in good relation to a "lawless town". Propsper 's Mine is nearby as well,  a good place for people to find work etc. So I'd say the east offers much more possibilities here :)

Entry looks already quite nice so far from what I've seen, I agree with Talia, so the start is made, so I'd contemplate to use Sunth and expand mainly in the suggested direction of building references towards these places. - What do you say, Niccoli?


Title: Re: Sunth
Post by: Niccoli on 29 November 2006, 06:09:19
May as well. I don't seem to be getting anywhere with suggestions that I make.


Title: Re: Sunth
Post by: Niccoli on 05 December 2006, 05:10:58
alright, so now as the framework is acceptable or so I believe, some suggestions while I work on the history would be most appreciated!


Title: Re: Sunth
Post by: Mirmec Rethindor on 05 December 2006, 14:40:46
This reads as a good entry. The coat of arms is very clever and it immediately gives you an idea about the place. You say there is very little resources, but you might want to consider the Evergreen trees may be made of wood that is good for shipbuilding, hence why it is a good port. Pirates go there to rebuild their ships or repair them?


Title: Re: Sunth
Post by: Niccoli on 05 December 2006, 20:41:12
Oh, right
carry over from v. 0.1 of the entry. which means that this is version 0.9


Title: Re: Sunth
Post by: Niccoli on 12 December 2006, 06:02:23
Officially now version 1.0 going to make mention of proximity to deep gorge mine somewhere again. As i recall a second mine is there too, maybe the primary trade is done in raw minerals and metals.


Title: Re: Sunth
Post by: Artimidor Federkiel on 13 December 2006, 07:00:06
Yeah, this one is on my list to check. Hopefully will get to it tomorrow.


Title: Re: Sunth
Post by: Niccoli on 13 December 2006, 07:07:17
Great! Thank you art!


Title: Re: Sunth
Post by: Artimidor Federkiel on 14 December 2006, 06:11:34
Ok, let's do an Uri-check on this one:

Legend:
yellow  ... corrections
orange  ... comments
grey  ... unclear passages

Introduction/Overview.
A pirate’s town on the shores of Manthria, tending towards corruption and general lawlessness, Sunth is one of the great cesspools of the continent.
(Overview is a bit too short, but the Overview should tell you practically everything of importance in condensed from. For example you cannot assume that the reader knows that Manthria lies in Santharia and is a province of that kingdom. Also the approximate amount of inhabitants should be mentioned here.)

Description.
Sunth is a somewhat lawless town on the north side of a small inlet in the north east area of Manthria (well, "east" would suffice I'd say, it's not really very much "north"). The town itself is centered on the docks section of the town. (Erm... that could be expressed a bit better, because it looks as if the town is part of the town somehow... :nerd:) Warehouses and taverns make up the core area of the towns, most of which are filled with drunken sailors, sly con men, or some manner of drunken or hung over rabble. (Well, I guess you have a good opportunity here to describe a not so nice small sailors town here, which mostly harbours scum and all kinds of scallywags, and that definitely calls for a few more atmospheric descriptions. - How about giving some more examples? How about placing beggars here as well (organizing themselves perhaps where to head to earn money with their begging), people looking for not so honest jobs, Black Butterfly rovers (gypsies) stopping by heare regularly, you could mention some "unfortunate" events that transpired here, happenings in dark alleys etc. - However, despite all the evil things here, there still exists trade - mention key trade houses here!)

The exterior area around the town consists of a rather barren landscape of rock, scrub grasses and the occasional hardy bush growing out of the rock. The soil is very poor, and there is no place for agriculture of any kind, beyond the small gardens that some of the innkeepers have in their back yards. There is one exception to this rules (... and that would be? Sentence breaks of here.)

Most of the buildings are constructions of quarried limestone and timber brought in from the surrounding area The odd pinewood building exists on the outskirts of the town, but for the most part, it becomes far too cold in winter for them to be of any use beyond storage.

While being a terrible cesspool of some of the vilest members of Santharian society, the town of Sunth does harbor a single temple to Grothar, the Weatherlord,  and a shrine to Baveras, the Sea Goddess - both Gods are typically worshipped by the Avennorians, who see themselves as a folk of the sea. Some of the more religious sailors tend to pray at one or both of these before heading out to sea on a long voyage.

Location.
The town of Sunth lies on the eastern shores of the Adanian Sea in the province of Manthria, which is part of the the United Kingdom of Santharia. The town sits at the eastern extreme of the Propsper  Mountain Range, and is characterized by its rocky soil. The town is located (gray = repetition!) to the east of Deepgorge Mine and 60 some odd stralls from the nearby town of Kneef. (Tell us in a few words about Deepgorge, Propsper or Kneef!)
 
People.
Sunth serves as a haven for those seeking to avoid the law, disappear for a while or just weasel their black hearts out. The town itself is populated by a motley collection of pirates, exiles and other such undesirables as one could imagine. It harbors all manner of shady dealings and underhanded deeds imaginable. The population of the town is estimated a hearty 600 souls, though due to the influx from sailors it can vary quite a bit.
(As mentioned already above in the Description, there's much more possible here to describe. The Description part could mention certain inns and other special locations, like a famous brothel e.g. Here, at the People section, you could elaborate the guys further that populate this town, maybe there's an especially influental guy here that controls most, like inn, brothel etc. and who is rumoured that he can provide a job for everyone through the right channels? Think about some sort of Mafiosi, who can hardly be touched, but everyone knows he has his hands in eveything.)

Coat of Arms.
The Sunthan coat of arms consists of a dark blue-green field with an emblazoned carrion bird at the top and the ribs of a wrecked ship at the bottom. (Explain a bit: What does it symbolize, who put it up and for what purpose? I could imagine that Sunth at some point decided to stay that way, and not to become a super prosperous town, but to prefer this dark side, and somehow make that official. Of course that would need to be rephrased better and written in a  more neutral way.)
 
Climate .
The area itself is quite barren, almost impossible to grow anything worth speaking of on its soil. During the winter months trade shuts down for the winter, though a few caravans will make the passage from further inland to deliver what supplies are needed. Spring brings heavy rainfall, and any buildings in low lying areas of the bay, such as the huts used by herb gatherers and one or two the hermits’ ramshackle constructions will be flooded at least a bit. During the summer trade is booming, and many people manage to go to or from the area to trade goods.

Flora
Evergreen trees tend to grow particularly well in the soil, when it is deep enough, due to their shallow roots and general overall hardiness. The tree's themselves are some of the few resources in the area. (Check the region a bit to see what kind of trees grow there, look at entries of villages close by. Mention some names!)

Fauna.
Bonehead fish, Flyer Crab, Banded Ricau, Flying Fishermen (build a sentence here!). There are also occasionally taenish in the community though they rarely last the winter and the dead birds are consumed after they are dead. (somewhat redundantly formulated, neh?)

Resources.
There is very little in the way of resources in the area. There are several veins of clay to be exploited in the immediate surrounding and the opposite coast of the inlet boasts several different ores, among them, nickel and copper. The fishing in the area is fair enough and many subsist on a diet of fish and what dried fruit they can save from the summer months during the winter. The few stands of pine and other evergreens as can grow in the area are the only other exploitable resource in the area, Deepgorge having been mined out and generally being regarded as a worse place than the lowest back alley of the town itself.
(At the Deepgorge entry we read. "Formerly a place where mainly fyrite was mined in the deepest levels, mining activity was abandoned several centuries ago..." You could mention that and perhaps - see History proposals - make it a reason why the city had a certain downfall, because industry was moving away.)

History.
The official history is sketchy due to the lack of public records kept before ____ (insert year here). After this the records are still something in the way of scant due to poor records keeping and the removal of certain records involving members of the town’s population who would rather not be mentioned.

First Mention of the town in records: “A small, hearty fishing community on the eastern shores of the province.”

(Well, we have a lot of such villages already. How about making it the other way round: Making Sunth a more prominent town of the past, but that it deteriorated quite a bit due to the fact that more and more criminals took over there? The records about its past could stiill be not very precise.)

Myth/Lore.
(I've moved the Mythology section down here, because here it fits better, and renamed it to Myth/Lore - fits better here methinks. Mythology would be more stuff dealing with gods, legends and such, not stories, lore.)
The local tavern tales say that none other than pirates from the crew of Jonathan Sygar founded Sunth. The men of the crew used the isle as a refuge during the manhunts that constantly pursued Sygar, or during the winter months when sea travel in the waters surrounding the province became unfeasible. After plying the waters and the ships of unfortunate merchants for twenty some odd years, Sygar grounded one of his ships the Sunth his ship in waters off shores the ramshackle community that had been erected and set to work building the town into the center it is today. There is a small memorial to Sygar in the northwest corner of the town, on a small bluff over looking the town.
(Nice tale. Maybe some hints at other pirate stories?)

Despite the fact that I've lots of orange comments here, Niccoli, it is already a nice entry, which just needs a good deal of more flesh on the bones! Just stick with it and add more as suggested, and we'll have a brilliant example of a town, that is a bit out of the ordinary... ;)


Title: Re: Sunth
Post by: Niccoli on 14 December 2006, 20:48:27
Thanks art. Begining edits... what! NOOOOO! my computer! IT CRASHEDED!  :buck:  :grin:


Title: Re: Sunth
Post by: Nsikigan Ho´Tonanese Yourth on 15 December 2006, 10:20:40
Introduction/Overview
A pirate’s town on the shores of Manthria, tending towards corruption and general lawlessness, Sunth is one of the great cesspools of the continent.

Sentance structure here seems a tad off. Mabye "One of the greatest cesspools on the continent, Sunth is a corrupted and lawless town on the shores of Manthria. It has a notorious reputation as a pirate town"

Description
Sunth is a somewhat lawless town on the north side of a small inlet in the north east area of Manthria. The town itself is centered on the docks try district instead of section section of the town. Warehouses and taverns make up the core area of the towns no s, most of which are filled with drunken sailors, sly con men, or some manner of drunken or hung i believe theres a hyphen here. I think. over rabble.
The exterior area around the town consists of a rather barren landscape of rock, scrub grasses and the occasional hardy bush growing out of the rock. The soil is very poor, and there is no place for agriculture of any kind, beyond the small gardens that some of the innkeepers have in their back yards. There is one exception to this rules no s, need punctuation.
Most of the buildings are constructions constructed would work better  here of quarried limestone and timber brought in from the surrounding area The odd pinewood building exists on the outskirts of the town, but for the most part, it they instead of it? becomes far too cold in winter for them to be of any use beyond storage.
While being a terrible cesspool of some of the vilest members of Santharian society, the town of Sunth does harbor a single temple to Grothar, and a shrine to Baravas. Some of the more religious sailors tend to pray at one or both of these before heading out to sea on a long voyage.


Location
While being a terrible cesspool of some of the vilest members of Santharian society, the town of Sunth does harbor a single temple to Grothar, the Weatherlord, and a shrine to Baveras, the Sea Goddess - both Gods are typically worshipped by the Avennorians, who see themselves as a folk of the sea. Some of the more religious sailors tend to pray at one or both of these before heading out to sea on a long voyage.
Dont repeat the same sentance, change things up a little between paragraphs
Location. Delete this word?
The town of Sunth lies on the eastern shores of the Adanian Sea in the province of Manthria, which is part of the the United Kingdom of Santharia. The town sits at the eastern extreme of the Propsper Mountain Range, and is characterized by its rocky soil. To the east lies Deepgorge Mine and 60 some odd stralls from the nearby town of Kneef.
 
People
Sunth serves as a haven for those seeking to avoid the law, disappear for a while or just weasel their black hearts out. The town itself is populated by a motley collection of pirates, exiles and other such undesirables  as one could imagine desnt really fit here as one could imagine. It harbors all manner of shady dealings and underhanded deeds imaginable take out imaaginable. The population of the town is estimated a hearty 600 souls, though due to the constant migration of instead of influx from?  influx from sailors it can vary quite a bit.

Coat of Arms
The Sunthan coat of arms consists of a dark blue-green field with an emblazoned carrion bird at the top and the ribs of a wrecked ship at the bottom. Ah, the carrion bird. Most noble of all creatures. The nobles didnt like this place, huh? ;)  
 
Climate
The area itself no itself is quite barren, almost impossible to grow anything worth speaking of on its soil. During the winter months trade shuts down for the winter, though a few caravans will make the passage from further inland to deliver what supplies are needed. Spring brings heavy rainfall, and any buildings in low lying areas of the bay, such as the huts used by herb gatherers and one or two the hermits’ ramshackle constructions will be flooded at least a bit. During the summer trade is booming trade booms, and many people manage to go to or from the area to trade goods.

Mythology
The local tavern tales say that none other than pirates from the crew of Jonathan Sygar founded Sunth. The men of the crew used the isle as a refuge during the manhunts that constantly pursued Sygar, or during the winter months when sea travel in the waters surrounding the province became unfeasible. After plying the waters and the ships of unfortunate merchants for twenty some odd years, Sygar grounded one of his ships the Sunth his ship in waters off shores the ramshackle community that had been erected and set to work building the town into the center it is today. There is a small memorial to Sygar in the northwest corner of the town, on a small bluff over looking the town.

 Flora
Evergreen trees tend to grow particularly well in the soil, when it is deep enough, due to their shallow roots and general general overall= about the same. Take one out. overall hardiness. The tree's no apostrohe themselves are some one? of the few resources in the area.

Fauna
Bonehead fish, Flyer Crab (I’ve checked all of the water creatures, not much that lives near the Adanian) Banded Ricau, Flying Fishermen. There are also occasionally taenish in the community though they rarely last the winter and the dead birds are consumed after they are dead. obviously a WIP, so Ill comment on this later.

Resources
There is very little in the way of resources in the area. There are several veins of clay to be exploited in the immedignore this commentiate surrounding and the opposite coast of the inlet boasts several different ores, among them, nickel and copper. The fishing in the area is fair enough and many subsist on a diet of fish and what dried fruit they can save from the summer months during the winter. The few stands of pine and other evergreens as can grow in the area are the only other exploitable resource in the area, Deepgorge having been mined out and generally being regarded as a worse place than the lowest back alley of the town itself.


History
The official history is sketchy due to the lack of public records kept before ____ (insert year here). After this the records are still something in the way of scant due to poor records keeping and the removal of certain records involving members of the town’s population who would rather not be mentioned.

First Mention of the town in records: “A small, hearty fishing community on the eastern shores of the province.”

[/quote]

Looks good, just fix a few things up. You may want to change the coat of arms a bit, unless you really like the one youve got. Im thinking a fish. Or a crab.


Title: Re: Sunth
Post by: Niccoli on 23 December 2006, 10:52:26
edited, added some history. Also added explanation of coat of arms.


Title: Re: Sunth
Post by: Artimidor Federkiel on 03 January 2007, 03:18:45
Well, I'd prefer if you finish your rework in all sections and then tell me that you're done, Niccoli, otherwise it remains patchwork and we'll never get it done. For example the Overview part hasn't been addressed at all, so I assume you only dealt with the sections you mentioned.

If you're done with the rework it makes sense for me to check it in detail again, and if it then looks already very good, it could either go up that way or go up with some additional work from my side (if it looks 90% ok) or I'd make further suggestions for another round. But I suggest to deal with all comments first before I'll take a closer look.


Title: Re: Sunth
Post by: Niccoli on 03 January 2007, 06:20:15
I've finished all most all of the reworking Artimidor.


Title: Re: Sunth
Post by: Artimidor Federkiel on 03 January 2007, 16:22:49
Well, then please finish all, Niccoli, then I'll take another look.


Title: Re: Sunth
Post by: Niccoli on 07 January 2007, 05:26:57
It is... COMPLETE!


Title: Re: Sunth
Post by: Artimidor Federkiel on 07 January 2007, 06:21:20
I see that not a single letter changed at the Overview (again that is), which I already mentioned above, so what should I make of that statement, Niccoli?


Title: Re: Sunth
Post by: Niccoli on 07 January 2007, 12:11:15
I've edited the overview. so now I may say

It is: FINITO! *crosses fingers*


Title: Re: Sunth
Post by: Grunok the Exile on 07 January 2007, 16:37:32
Niccoli, if you have to cross your fingers then it probably isn't finished.  I guess you're probably finding it hard to keep track of the comments and what you have or haven't changed.  To help, here is what I reccommend you do: this is also what I do with all in-depth checks I recieve.

I would suggest that you copy and paste your updated version of the submission into a word document and then do the same with each of the reviews.  When you have done that, compare both checked documents to yours, line-by-line, to see if you have made all the requested changes.  If you have not made the changes, make them, or, if you disagree with or have a question about any of the requested changes, note it down so that you can post a reply to ask about them or tell your commentors why you have not made the changes.

This might sound like a long process, but it is what is required, and what all members do.  It is a courtesy to those who have taken the time to comment on your submission. Please make sure you have made all the changes before you post that you are finished, as a courtesy to those who have commented.


Title: Re: Sunth
Post by: Drasil Razorfang on 08 January 2007, 00:12:53
Another suggestion would be to open up two browsers or tabs.  On the first, go to your entry and click the modify button, while in the second click reply.  If your uri is close to this latest reply, you should get a picture of it below the window that enables you to type.  From there, look at the comments and go back and forth between the windows.  Also, this way, when you have a problem with a comment, you can quote it from below and reply.


Title: Re: Sunth
Post by: Artimidor Federkiel on 10 January 2007, 06:12:30
Ok, let's take a closer look:

- "A pirate’s town on the shores of Manthria" is perhaps a bit too extreme, as pirates are not legal. You could say "labeled a pirate's town" for example.

- Mayor: As the entry is a Compendium entry, it should be somewhat independent from present stuff, as e.g. the mayor could die this year, and next year the entry would be outdated. You could mention something general, e.g. that "mayors" are often sel proclaimed in this town, and that Elias Reedbark was one of the most notorious of them, who came to power 1659 or so. This way you'd elegantly avoid mentioning him explicitely as the present mayor. The entry should be ideally written so that you can read it as accurate, even if Elias is gone already.

- Name of your plant is still missing.

- " The odd pinewood building exists on the outskirts of the town" - what building specifically are you talking about?

- "town of Sunth" - 600 souls isn't that much of a town...

- "de facto" Well, yes, I guess you can use that term, it's part of the English vocabulary.

- Beggars: If there are only rogues running around in Sunth, they wouldn't make much of a living, now would they? I suggested them however to give them an organized form. Sunth could be a place where the scum plans where to go next in order to beg, they could move from one place to another.

- "epynonymous" is a word not event leo.dict.org knows...

- I assume "Jonanthan Sygar" was an Avennorian pirate. "Jonanthan" definitely is not an Avennorian name. Name rules are still in the works, but you should try to make the names sound similar as to those as you find them in the Avennorian history table.

- "The men of the crew used the isle as a refuge" - isle? What isle? Where's an isle?

- When Deepgorge was closed isn't explicitly mentioned, only that it was "centuries ago". Let's say 4 centuries.

- History part is still a bit sketchy, needs to be elaborated better.

The place looks interesting, so once I put it up I might have some things to add here and there still in order to make it even more interesting if you like, I always am inspired with such places and try to help out with additional little tales and improved descriptions :) - I guess there are a few things you still need to work on, for example I don't see much of Black Butterfly Rovers, which would fit in here very well, but I could add something here also. But definitely this is already quite a nice entry, Niccoli - Places entries require a bit more work as you can see, but eventually they really define life in Santharia. A unique idea here so far, which could be still better realized at parts, though ;)

So see to adjust further things here, then I'll try to add more flesh when putting it up, okeydokey?  :grin:


Title: Re: Sunth
Post by: Niccoli on 10 January 2007, 20:56:32
I can flesh it out myself. Any references to an isle are acidental holdovers. The odd pinewood building means that there are several, but they're few and far between, and no one uses them for much but storage.


Title: Re: Sunth
Post by: Artimidor Federkiel on 11 January 2007, 04:16:06
Well, okeydokey then - see to flesh it out even more, Niccoli, and we're slowly getting there where we'd like to arrive ;)


Title: Re: Sunth
Post by: Niccoli on 27 January 2007, 00:05:17
alright, my annoying forced hiatus ( :angry: ) is over and i can get back to doing this. HOORAY!


Title: Re: Sunth
Post by: Niccoli on 31 January 2007, 11:53:54
In reply to some earlier comment from Art.

With respect to the Sygar thing, I was hoping to write a semi-mythical sort of aura about him. The man is going to be non avennorian for sure, and maybe have hyperdactility on one hand. (Think Hannibal Lecter meets jack sparrow(on second thought, just someone with an extra finger meets captain jack sparrow)) Which would make him distinctive non?


Title: Re: Sunth
Post by: Artimidor Federkiel on 02 February 2007, 05:36:40
Well, always make sure to actually mark what you've changed so that commentators know what you actually changed since last time, so that they don't need to read through the whole entry again, which they already know pretty much. No need to mark small changes like the substitution of a name, but anything substantially changed should be in colour.

So yeah, finish this one up, give your Sygar a semi-mythical aura, why not? :) - Then it makes sense to check again!


Title: Re: Sunth
Post by: Niccoli on 02 February 2007, 21:02:53
Well I think he has the aura already, I'd been intending to do a tie in entry on Sygar. I know it should be in colour, but at this point, i've changed so much in the entry it's not even funny.


Title: Re: Sunth
Post by: Niccoli on 09 February 2007, 05:10:37
I'm not exactly sure where to go with this now...  :undecided:


Title: Re: Sunth
Post by: Artimidor Federkiel on 09 February 2007, 05:37:34
Well, for one the history table needs mandatory captions at each event, so you should add those.

Personally I'm not that thrilled with the Description part, which usually is the heart of a Places entry. I've mentioned quite a bit of what you could do in this respect while I checked the entry in detail last time, yet see little realized at that part - actually nothing at all if I see that correctly. So this always makes a second check problematic, especially when changes aren't marked in colour. The plant in the Description section still hasn't got a name.

People part was improved, definitely much better now. Resources part as well, History was added, Mythology section still should be Myth/Lore and contain a few more lore stuff if possible.

So I see some very nice improvements, but it's still quite half-baked at parts. Try to elaborate more on these parts, and then we're much closer to the finishing line!


Title: Re: Sunth
Post by: Niccoli on 11 February 2007, 11:19:31
right, so, having looked at some of the earlier comments (third set, on this page)

- "town of Sunth" - 600 souls isn't that much of a town...
Could I call it a hamlet?
I'm doing edits quickly, I'll take a look at the Black Butterfly rovers to see if they would do well in the area. I was thinking pine as the plant, maybe yew trees, or birch.


Title: Re: Sunth
Post by: Artimidor Federkiel on 11 February 2007, 16:24:23
A "hamlet" would be the other extreme, you need much less inhabitants to call it that, at least we have treated it that way. A "hamelt" is shown on our Manthrian map as a simple hut, yet here we have two houses. Suggest to go simply with "village."


Title: Re: Sunth
Post by: Niccoli on 31 July 2007, 21:29:21
Back on track then.


Title: Re: Sunth
Post by: Niccoli on 01 August 2007, 21:20:28
All references to town have been removed with extreme predjudice and replaced with village.  :grin:


Title: Re: Sunth
Post by: Ta`lia of the Seven Jewels on 01 August 2007, 22:40:26
Hi Niccoli! :)

"Sunth is one of the great cesspools of the continent."

I doubt that a village of 600 souls can be  "one of the great cesspool of the continent" , one of many, but not "great" in rference to the Sarvonian continent.

A pity you didn't colour any of your changes (apart from replacing town with village). Please don't forget it when you get your next (last?) proofread.


Title: Re: Sunth
Post by: Niccoli on 01 August 2007, 23:28:57
It's really not a habit of mine. I could try, but I'd get lost halfway along the road and forget.


Title: Re: Sunth
Post by: Artimidor Federkiel on 07 August 2007, 04:49:00
Sorry that it too me a while to get back to you, Niccoli, but last week I was pretty busy. Anyway, let's see what we've got here. Some comments:

- Talia is right with her comments, so better reword a bit what she mentions:

Quote
I doubt that a village of 600 souls can be  "one of the great cesspool of the continent" , one of many, but not "great" in rference to the Sarvonian continent.

- The term "pirates village" perhaps is a bit extreme. You know, Santharia is a nice kingdom, and you wouldn't just say - at least not officially - that it's the home of "pirates". So you might just twist that a bit and say that people refer to it as a "pirates village".

- "eastern shores of Manthrian province" - maybe give a tiny little bit of reference, like "North of XYZ", "West of XYZ". So that the read gets an idea where it is without having to look for it on a map in detail.

- Side note: I will try to get soon to something that will be called "Manthrian Locations Overview" or something similar. In it I will list the name of the location, the amount of inhabitants and the ethnicity in the first line, then the Overview part will be put below (closed on startup via script). That way you can look a the towns, villages etc. and whatever interests you, you can examine in more detail.

To make it short: In the future it is recommendable to mention races living in that location (humans here), and the predominating tribes (Avennorians, Sophronians here most likely) should be mentioned as well.

- Description.  Here, when you write: "most of which are filled with drunken sailors, sly con men, or some manner of drunken or hungover rabble" - this is all written a tiny little wee bit too factual, you know. It's as if it is perfectly normal for a Compendium writer and official representative of the kingdom that con men walk around there. Just hide that a bit and say that you "might stumble upon con men", write it a bit indirectly - that makes it more realistic, as a Compendiumist is supposed to be as objective as possible.

- Temples: Well, temples are usually a bit larger structures, so maybe make that a chapel, or just a small shrine somewhere? Would fit the environment better, don't you think? Maybe these shrine and/or chapel aren't tended that well neither, could be mentioned as well.

- Location. Now that's how it should be! :)

- People. Here as well, a bit more objectivism is recommended. Like "You won't hear it from the 'village officials' directly (it won't be that easy to find those anyway), but it doesn't take much to discover that the place represents a good soil for any kind of underground blokes". Something like that. Ideas are fine, just a bit polishing in this direction should be done.

- The origin of Sunth's people from miners of Deepgorge could be mentioned here a bit to explain why such scum ended up here - and it only got worse!

- You mention "trade" in the Climate section. Well, you might expand that to the criminal variety of "trade here in the people section, and suggest that there were cases of smuggling there that couldn't be entirely eliminated by raids of the Santhrans troops. Or that you might find a good fence (someone who helps you to sell stolen goods).

- Coat of Arms. Well, this one's peculiar, isn't it? You could mention that this really represents the people you will find here, and was perhaps done with some sort of irony - to seperate the village from others. To tell people where they really are. Also to keep the king's men away, to show them that there's nothing noble here, that own laws apply here.

- You mention sometimes "town", while we're dealing here with a "village" of about 600 souls.

The rest looks quite fine to me, Niccoli! Just one more revision I'd say and this one will be a great addition to our eastern Manthrian coast! We definitely lacked such a place, and now we've got it! :D  :thumbup:


Title: Re: Sunth
Post by: Niccoli on 07 August 2007, 05:19:27
Well I've been doing som reasearch on pirates and the like. WE DON'T HAVE ANY entries on ships, at all. In the compendium. I'd like to do a Triton (avennorian ship, it's mentioned in one of the "old game" (non rpg, somewhere on the site.) reports with a transcript of the game. 
Quote
Like all tritons the toy also has three masts with main sails and smaller sails on top. While the toy ship has a length of only approximately half a ped, the original triton is 100 peds in length and has 20 peds width and harbours up to 300 men. You can also see little metallic spears on the toy ship, representing harpoons used for whaling. Even small pieces of rope were glued on top of the ship, and a likewise firmly attached captain carved from wood looks into the distance.
There's also a picture of a Barek. I just think it manthria (being costal) to get some ships together to actually get trading going (otherwise we'd all have to slog overland to get things anywhere.).


Title: Re: Sunth
Post by: Artimidor Federkiel on 07 August 2007, 05:25:38
Well, there is at least a basic ship entry on Avennorian Ships (http://www.santharia.com/gear/ships_avennorian.htm). And an entry on the Ducraer boat (http://www.santharia.com/gear/ducraer.htm).


Title: Re: Sunth
Post by: Niccoli on 07 August 2007, 06:32:29
right, so I've gotten all the village entires removed. Kneef I think is a hamlet, (one building) so i've named it as such.


Title: Re: Sunth
Post by: Artimidor Federkiel on 09 August 2007, 05:15:56
If you're done completely with the changes, Niccoli, let me know!


Title: Re: Sunth
Post by: Artimidor Federkiel on 11 August 2007, 15:25:57
Erm... I've received your message, but: Do you want to say that despite my comments there is nothing to change except the word "town" to "village"? The adjustments I requested are pretty minor, yet they were made to help you finalize the entry. As I see no efforts made towards that, how could I put it up, Niccoli?


Title: Re: Sunth
Post by: Niccoli on 12 August 2007, 01:41:41
I can't figure out what else is missing.


Title: Re: Sunth
Post by: Artimidor Federkiel on 12 August 2007, 02:57:39
Have you read my comments?

First three words: "A pirate’s village" and already ignored.