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

gfxgfx Home Forum Help Search Login Register   gfxgfx
gfx gfx
  Show Posts
Pages: [1] 2 3 ... 5
1  Santharian World Development / Places and Map Design / Re: Islands of Doranthakar, Southern Sarvonia on: 06 May 2017, 05:27:04
Hope to have this finished by the end of the May.  thumbup
2  Santharian World Development / Places and Map Design / Islands of Doranthakar, Southern Sarvonia on: 12 April 2017, 23:50:15
// This is intended to be an update for the existing entry by Drogo for the Doranian Kingdom. There is infrequent mention of the islands across the forums; on the site itself, it is almost entirely bare //

The Islands of Doranthakar
Off the coast of southeastern Sarvonia, in the Adanian Sea
Isle of Doranthakar | Isle of Khan'duul

In the midst of the Adanian Sea, just off the southeastern coast of Sourthern Sarvonia, lies the Islands of Doranthakar. The Islands are comprised of two major landmasses: the larger Isle of Doranthakar and the smaller Isle of Khan'duul. There isn't a substantial amount of surrounding islets, at least not enough to form an archipelago, and so most cartography regarding the Islands forgo any such depiction. The Islands are home to the archaic Kingdom of Dorania, a martial people that have ruled the Islands for many millennia. Much of the Islands is dry, flat and inhospitable; the Mountains of Nash in the center of Doranthakar are restless and foul-tempered, regularly dowsing the landscape in hellish liquid fire. However, life flourishes in the fertile soil of of the Ypherran delta to the west, and much mineral wealth is to be found in the ancient landscape across the Islands.

The Islands are some distance from the southeastern coast of Southern Sarvonia, with the closest city Kaar Ypherran nearly equidistant from the cities of Marcogg and Bardavos. It is the southernmost of the three major  formations that straddle the Adanian Sea: Quios and Deni'lou. The southern coast is bordered by the Burning Sea, with the continent of Aeruillin across its far breadth.

The two islands form a crescent shape that appears to hug the continental outcrop. Between Doranthakar and Khan'duul is a narrow strait that generates strong currents directed south. The adjacent sea shelf is characterised by its abrupt steepness, angling sharply downwards mere peds from the shoreline in many places. The depth of the sea around the Islands means there are few natural harbours for berthing, with most of the seafaring inhabitants centered around the kindly waters of the Ypherran delta, where piers and docks are easier to construct.

The Isle of Doranthakar is substantially larger than the Isle of Khan'duul. It is dominated by two expansive deserts - realms that experience very little rainfall - along its eastern border. The Wantan Drylands spreads from the Ypherran delta to the Asp Chasm river, an extremely turbulent whitewater river that bisects Doranthakar, originating from the Mountains of Nash. Just west of the mountains is a dense forest that is home to the peculiar Rocks of Khyling; tall, needle-like rocky outcrops that are dressed in vegetation. North of the Mountains of Nash, the foliage continues lightly before opening upon hills, scrub and meadows, before giving way to the low-lying Heaths of Gyuor, a generally inhospitable stretch of land due to the infertile soil and harsh winds. The Desert of Phenyuul arises from the northern bank of the Asp Chasm river, continuing all the way to the tip of the island. The desert is extremely sparse and flat. Strong winds prevent the formation of sand dunes and erase much of the life that might have lived there, despite the influx of moist air from the sea. The island is capped by gently undulating hills and light forest that give way to the Adanian Sea.

The Ypherran delta spreads over a large peninsula of land in the south of Doranthakar. It empties on all sides of the peninsula, into the Adanian Sea to the north and the Minavan Bay to the south. The bay is the largest natural harbour in Doranthakar, and is the center of activity on the Islands. The delta nourishes the land, creating fertile floodplains and farmland. Because the Ypherran drains from the (now inactive) Yin mountains, the water is rich in lifegiving elements that accelerate growth. The properties of the Ypherran's water seem almost magical, and the water is considered sacred by those who dwell upon the island.

The center of Doranthakar is dominated by the compact yet energetic Mountains of Nash. There are hundreds of open sores across the peaks, leaking molten fire constantly. Much of the lava pours into the sea, forming a strong bank of steam that clothes the mountain'sea-facing foot and the coastal forests; to the south much of it runs through ancient ravines and crevasses within the forest before either cooling undergroud or finding its way to the sea. A large quantity of lava drains in the Asp Chasm, joining and heating the waters and lining the chasm. Much of it is swept downriver, however. Regardless, the spiderweb of molten fire covers the surrounding landscape and makes travel overland between the two halves of the island moderately difficult. Crossing the Asp is especially difficult, as the churning waters are scalding and wreathed in hot mist. The mountain's bounty also saturates the water with caustic properties that have been known to poison animals and erode their flesh.

The second and much smaller landmass is the Isle of Khan'duul. It lies some distance from Doranthakar's northernmost coast. The island's surface is remarkably flat and unprotected from strong winds. The soil is hostile to cultivation in much of the south due to the Heath of Maar. Just north of the slow-flowing Dai river, conditions ease and one will find bustling human activity. The north of the island is covered in gentle hills and sharp rocky outcrops, and is riddled with caves.

The Islands of Doranthakar are home to the human tribe of the Doranati, who form the Kingdom of Dorania. The Doranati have their origins in the migratory period of the Great Sundering, where many tribes spread out across Sarvonia. A number of wanderers found themselves upon the shores of Khan'duul and the Ypherran delta - the heathland of Khan'duul sent those who disembarked there south in search of fertile soil. These humans preceded the founding of Marcogg and the Avennorian explorers that established themselves there, around 10330 b.S. The founding families of the Doranati were disparate and isolated, and lagged behind the mainland in developing nationhood. Shortly after they arrived, the Mountains of Nash began erupting, transforming the Asp Chasm river and altering the seascape greatly. Banks of fog enshrouded the west coast, and great clouds of ash billowed sporadically into the sky. For millennia, contact with the continent was limited because of this, although trade still developed with the Avennorians.

The Doranati are notably different from mainland human tribes. Firstly, they are the sole sentient inhabitants of their land. They are a strongly martial people, with much cultural emphasis given to the development of skill at arms and dedication to various martial philosophies that dictate much of Doranati life. The history of the Kingdom of Dorania is turbulent, defined mostly by periods of civil unrest, dictatorship and long periods of oppressive rulership. However, for much of the Kingdom's history a single royal bloodline has been preserved, and is the object of an omnipotent cult of worship among the Doranati people.

The geography of the island is such that most of the Kingdom lives in the Ypherran delta. Indeed, the cities of Kar Ypherran and Col Ypherran are extremely densely populated, where people live in tightly packed conditions. This concentration of human life has contributed significantly to the unique development of Doranati law, culture and society. Most of the Kingdom subsists on food grown within the delta.

Gusting across the island is a strong easterly wind that steers away much potential rainfall. The desert realms are preserved and scrubbed clean by this strong wind, and as much of the river water drains westward into the Ypherran, the Drylands and Phenyuul experience very little moisture year-round. The forests are of a mild variety, such as those found in central Sarvonia, rather than the more tropical types  found in the same orientation of the compass, in Truban and Brendolan. This is in part because of the presence of heavy mists bearing moisture, and the rich ashen soil from which they draw. The Ypherran delta lightly receives the edge of the rains travelling south, dampening the region and accelerating plant growth there. On Khan'duul, the winds are turbulent and rainfall is sparse. Across both islands the sun is strong and there is little cloud cover for much of the year; summers are bold and winters frozen.

Flora & Fauna

The Islands of Doranthakar harbour a number of valuable resources. Veins of precious metals and gemstones can be found at some depth along the island sea shelf, often just a few peds out to sea. The Ypherran delta produces an enormous amount of food, although most of this goes directly towards feeding the Kingdom's people. Across the Drylands and the Desert of Phenyuul one can find precious elements encrusted on the rocky surface in certain areas that have a variety of alchymical uses. The waters of the Asp Chasm river are known to have unique properties, and there are a number of herbs growing in the Heaths of Gyuor and Maar that have commercial value. Fish and other sea creatures are abundant around the island waters, given the lack of an extended shoreline.

The primary trade goods of the Doranati people are their silks, weaponry and medicinal goods. However, trade beyond the islands is not of huge interest to Doranati tradesmen, given the size of the local market.

Myth & Lore
3  Organization and General Discussions / Newbie Information, Joining Requests and Recruitment / Re: Am I too late? on: 03 April 2017, 01:15:03
Good to see some drive. Glad I could spark something. Get started on something, I'm interested to help with something alive once agian (y)
4  Organization and General Discussions / Newbie Information, Joining Requests and Recruitment / Re: Am I too late? on: 02 April 2017, 04:17:39
I'm slowly hacking away at the New-Santhala article (which you're welcome to join). Don't be discouraged. Write what you like, I'll be around to lay some eggs of wisdom on whatever you need.  thumbup
5  Santharian World Development / People of the World of Caelereth / The Guilds & Orders of New-Santhala on: 15 March 2017, 02:23:07
      The royal will of the Santhran of The United Kingdoms is at times carried out by the Orders of Santharia, whose influence extend across much of Sarvonia. The Orders are collections of men and women who are sworn toward a cause they have deemed noble, in ultimate service of the Santhran. Not all Orders are recognised by the Santhran, nor are all righteous. In this we are only concerned with those Orders that have been awarded a Writ of Patronage by the Council of Linked Hands. Nor do all of the Orders of Santharia hold chapterhouses in New-Santhala, such as the Order of the Fallen, for example, and so will not be found here.

      Furthermore, the citizens of Santharia are free to form collectives of their own that do not directly swear fealty to the Santhran. These are the Guilds of Santharia. They hold rigid the spine of much of the city's - and continent's - industry. Their pursuits are varied, and perhaps at times unsavoury. But all are sworn to the Guildhall, itself a company holding homage to the Santhran himself. It is to this elective that the numerous guilds of Santharia must answer to, in their conduct and fealty. All those that wish to do business under the protection of the Santhran's peace must register and bow before the Guildhall and the Santhran.


      • Order of Armeros - A militaristic brotherhood of knights sworn to the righteous cause of keeping the Santhran's peace throughout Santharia. Dedicated to the solemn god of war, Armeros, the young men that call the Order home are known for their driven diligence and boldly stoic approach to justice. The Order of Armeros maintains a temple in the Banner District; spartan and well-kept. Adjacent to the temple is the somewhat more lived-in chapterhouse, where new acolytes and travelling knights are often found beside the hearth, in both prayer and meditation.

        See full article here
      • Order of the White Knights - Clustered in a the northern corner of the Blue Towers, the ubiquitous White Knights maintain an estate of hospitals, storehouses and dormitories, centered around the grand fixture of their ecclesiastical monastery. A bold edifice of white marble and wrought iron, the capital monastery is a testament to the rich public support (and deep coffers) that maintain the Order of the White Knights. These knights, monks and healers are sworn to the ethereal goddesses Eyasha and Nehtor, and provide charitable services across Southern Sarvonia.

        See full article here
      • Order of the Wings - Perhaps a rare sight to the earth-bound citizens of the city. The intrepid women of the Order of the Wings gather in two primary locations: a crumbling stone redout hidden deep within the rolling folds of the Hinterlands known only the the Order; and perched upon the knife-like Refuge Tower that soars boldly above the city from within the Palace precinct. The Order of the Wings hold a patriotic place in the hearts of the people, and the sight of the great birds carving through the shimmering blue sky is a cherished one.

        See full article here
      • Order of Seyella - The martial tribe of the Serpherlorians, found in great numbers around the home province of Sanguia in which the Ring and New-Santhala lie, maintain a major chapterhouse and training facililities in the city. The women of Seyella, or Seyelites, are a wandering force dedicated to safe-guarding the realm and specifically Sanguia. Off-duty Seyelites can be found in great numbers wandering the Ring and the city in search of work as mercenaries. The presence of these wandering women is ubiquitous and welcome; they adminster the northernmost Warden alongside the Order of the Towers (where joint exercises are commonly held in the adjacent mountians).

        See full article here
      • Order of the Towers - Formed in the year 401 a.S. by Santhros Athaelath, the Order of the Towers is a sect of soldiers who maintain a stance of readiness year-round, as an immediate-response measure against potential threats from outside of the Ring. The men-at-arms of the Order are well-trained in rapid-reaction military tactics, and train year-round in the mountains and Hinterlands. The Order does not allow new recruits to join, only taking in those with some combat experience.

        See full article here


      • The Royal Guildhall
      The Royal Guildhall is located in the Seller's Quarters, close to the Bastion walls. A mighty structure, it is composed almost entirely of a single vast hall. The room is furrowed down the center by a risen hearth, with long tables running parallel. Adorning the walls are a hundred hanging pennants: the arms of every guild registered with the Royal Guildhall. At the head of the room, far opposite the vast, iron-banded timber door, is Ledger of Writs, a vast book detailing the registry and history of very guild in the Kingdoms. The legacy of the Ledger stretches to the distant mists of Tharania, where it found itself recording the traditions of ancient Tharian armed companies. The purpose of the Guildhall is to maintain the various guilds and companies around the Kingdoms, and to act in service to the Santhran by ensuring their proper conduct. The Royal Guildhall respects those who have been awarded a writ of patronage by the Santhran, and polices them accordingly. Every guild thus has a seat and banner in the Guildhall; disgraced or outlawed guilds are struck from the book and their banner burned; those that decline and go extinct are remembered solely within the Ledger, there banners consigned to Guildhall cellars. Residing within the Guildhall itself is the Provost, his clerks and a contingent of armed servicemen who protect the sanctuary of the Guildhall.

      • The Fymbel Association
      An association of artisan guilds, whose members work throughout the Kingdom of Santharia. The Fymbel Association was founded by a group of female stronemasons in 100 a.S. and have since expanded the purview of their crafts to include a number of professions such as wood-wrights and luthiers. The Fymbels are renowned for paving the way for women who seek to work in traditionally male domains, such as stonemasonry, and have helped to normalise their presence. The guild is renowned for its demands of quality in the crafts for all aspiring and existing members, ensuring a high standard of work and an admirable reputation across the Kingdoms - not to mention their highly recognisable emblem, the fuzzle mouse. The Fymbel Association has a chapterhouse in the Seller's Quarter south.

      • The Capital Guild of Nerthers
      The Capital Guild of Nerthers is a small yet stupendously prosperous company of Nerthers, or dwarven waste collectors. A very young guild, founded in 1329 a.S. by an entrepreneurial dwarf hailing from the Mithral Mountains. The guild in New-Santhala refer to themselves as the Capital Guild - a title they might feel is more prestigious than it is, considering that most Nerthers, an exclusionary population at the most congenial of times, have yet to hear of them. Regardless, being the principle waste collectors of the Kingdoms' capital city has brought the now sizable company immense riches, and royal acknowledgment. As per typical Nerther arrangement, the guild is headed by a guildmaster who directs his cohort through subordinate specialist orders. The Capital Guild's guildmaster enjoys the ear of a few mayors seeking to improve the sanitation of their districts - a power not to be scoffed at. It is policy that the Nerthers remove all trace of their typical uniform before entering the Guildhall...or any hall, for that matter.
      • The Drunk & Golden of Santhala Theatre Company
      After a drunken night in a half-sunk tavern by the Wharves, three of New-Santhala's less reputable residents knocked their heads together and formed the infamous maudlin, slapdash enigma that is the Drunk & Golden. Renowned for their hazardous and contentious performances, wine-soaked antics and general debauchery, the Drunk & Golden maintains a permenant place in the Banner Districts, putting on nightly shows to a packed crowd. They also maintain quaters at a plush inn in Blue Towers, where the troupe are able to refresh. It is said that the noblemen from the Purple will don masks and hooded cowls to seek a stool in the theater. The performances of the Drunk & Golden are known to be unpredictable, dangerous and an entirely outlandish experience. The directors make use of exotic magic drawn from rigorous research, animals of a hundred shades and grotesque mutations, and an utter disregard for theatric integrity; indeed, the cast are considered as much a part of the show as the audience, and the safety, humility or sanity of all is the least of anyone's concerns. The company notably keeps a small army of brutes and bruisers at hand, and it is said that the captain of the Banner Districts militia (himself an admirer) keeps his guards close at hand by the theater.

      • The Quios Shipping Guild
      A sprawling company of merchants, pirates and mariners, the Stormcloaks, as they are known, is perhaps the largest independant shipping and trading company ever to have set sail. Ferrying goods between continents, the reach and power of the guild is near unmatched. Some say that they are able to put a fleet to water that could rival the United Kindgoms, that their dark sails would enshroud the sun and sky upon their approach. The guild makes it home on the free isles of Quios, where it maintains near complete sovereignity, as if it were a nation unto itself. For regulatory and diplomatic purposes, the Stormcloaks also maintain a chapterhouse in the center of the city, near the Palace itself.

      • The Violaceous Coven
      In a flurry of stern scowls, angry objections and bitter, guilty lamentations, the long-standing collection of courtesans known as the Violaceous Coven were given full patronage by the Santhran and inducted by the Guildhall. In 1322 a.S. the great fire that swept through much of New-Santhala, gutting swathes of the Banner Districts, the Wharves and the Rafters, left the city on its knees. The city's hospitals and chaplaincies were unable to accomodate the weight of the wounded and so the city's inhabitants responded by offering whatever aid they could. Many heroes where made in the weeks that followed but most notable where the efforts of the House of Pearls; a brothel resting against the banks of the Yellow Wanderer, stilted above the water. The proprietor succeeded in mobilising the city's sheetworkers, from common whores to the sunburst-draped, rent boys and specialists alike. It was with great chagrin to the proper class of New-Santhala, and even those from beyond, that such a profession was being illuminated and lauded. Despite the impact of their work - as nurses and healers - they were met with hostility. It came as a shock to many when the Santhran, two months after, awarded many of the courtesans with riches and honours for their service. Within the next ten years the House of Pearls had become a haven for young women across New-Santhala; within fifteen it was renowned across Sanguia for being a place of innovation in healing without magic, utilising inventive and highly successful techniques. And in 1351 a.S. the Violaceous Coven, a guild of skilled healers born out the ashes of the fires of New-Santhala, was given a writ of patronage by the Santhran. The Coven is large, spreading across much of the southern territories of Southern Sarvonia, although they are less numerous in the typically prudish north.

      • The Royal Guild of Engineers
      Perhaps one of the the most prestigious and successful guilds in New-Santhala, the Royal Guild of Engineers has a much lauded past. Founded in the ancient and expansive realm of the Kingdom of Tharania's war efforts, the engineers that followed Thar and eventually Santhros the Wise were instrumental in enabling the civilisational progression of the races of Santharia. Their skills were unparalleled by any other human tribe, and remain so today. Fully endorsed by the Santhran, the Royal Guild has been behind many of the mechanical marvels that power New-Santhala and other major cities. In the capital, their efforts saw the construction of the spiderlike canals that serve to sanitise and water the city; the great cranes that bristle from the Quayside rooftops that ensure the constant flow of waterborne traffic is kept. They recieved exceptional patronage during the reign of Lysarian and Lysmarin Hammersfeld, who were interested in the expansion of the city.

      • The Daran Bottleworks Guild
      Hidden within the sprawling Uderzameph Compound, beyond the clustered dormitories, laboratories and warehouses, lies the core operation of the Daran Bottleworks Guild. Owned in communion by the Daran gnomes of New-Santhala, and the Amberflog family in particular, the Bottleworks has grown to be an irresistable force within the alchemical trade throughout Sanguia. Standing in direct competition with the Royal Santharian Apothecarium, the two groups have fought over the liberal cashflow of New-Santhala's needy rich for nearly half a millenia, ever since the great Gnome alchemist Botter Amberflog parted ways with the nascent Royal Apothecarium. The Bottleworks inherited the great undisclosed body of Gnomish alchemical research, lending to their atmospheric rise to the top of the New-Santhalan elixir trade, forcing out competitors.

      • The Royal Santharian Apothecarium
      Founded as the successor to the alchemists of Tharia, the Royal Apothecarium holds court in the Blue Towers and runs a number of outlets within the city, as well holding trade contracts with much of the rich north. The Royal Apothecarium have fought bitterly with the Bottleworks. In the royal court that have twisted and turned, hunting for any legal recourse that might enable them to have the impetuous gnomes expelled from the city.

      • The Archivists and the Royal Librarian Attendants
      This guild is responsible for the daily maintenance of one of the single largest collections of knowledge in the known world. The small army of scribes and librarians maintain the enormous Archive, copying precious tomes and compiling scripts. Most notably, the ambitious Compedium is being written within the halls of the Archive; hundreds pass through the writing rooms to offer their aid in the construction of the greatest encyclopedic text of our age.

      • The Quellers Company
      The Quellers are a renowned travelling company of mercenary spellslingers. Mages hailing particularly from the midlands and southern parts of the realm, they are perhaps infamous for their braggadocios character, unbridled ferocity, particular rudeness to tavernkeepers and eccentric character. Based in New-Santhala for publicity reasons, the Quellers move in small companies primarily out of Marcogg, where the authorities are somewhat more lax; they have been outlawed from much of the northern Kingdoms, where the land is tightly policed. Perhaps most famously, the Quellers are known for the combative magical tournaments they hold across Santharia. They use the events for recruitment and to practice their battle magic (the Quellers are particularly skilled in fire magic).  

      6  Santharian World Development / History of Caelereth / The History of New-Santhala on: 15 March 2017, 02:20:28
      The History of New-Santhala, a timetabled article (wip)

      A timeline of events relevant to the city of New-Santhala, from it's founding in early Eyelian history to the present year. Entries are relevant only to the city, not to the greater United Kingdom or Sarvonian continent.

      776 b.S. Construction of the Town of Quia'antá
      The building of the town of Quia'antá on the site of a smaller town along the river banks of the Thaehelvil River commences.

      1 b.S. Eyelia agrees to join a future Santharia
      Santhros finally gets the last remaining tribe to join a future united kingdom by promising to establish his new capital in Eyelian territory.

      0 a.S. Quia'antá (the later Santhala) becomes the Capital of the new Kingdom
      The former Eyelian town of Quia'antá which was used already in the past for important gatherings by Santhros' father Aelric is chosen as the new Santharian capital. The town lies embedded in the center of Santharia, in the midst of the Rimmerins Ring and features multiple tribes living already in harmony together.

      110 a.S. The Renaming of the the Santharian Capital Quia'antá to Santhala
      At the five year anniversary of Queen Sirthala's reign, the regent officially renames the Santharian capital from the Eyelian "Quia'antá" to "Santhala". Thus she honours the founder of the Kingdom, Santhros, while at the same time adding her own female touch by applying the ending based on her name.

      232 a.S Founding of the Magic Enterprise Guild
      The Order of Magecraft is a very strict and demanding organisation with a clear hierarchy and due to its origin sometimes condescending towards lower ranked mages. So, born at the table in the inn of an unknown small town the guild 'Magic Enterprise' is founded, in the beginning more meant as joke than as serious enterprise. But with the time more low ranking mages join, probably several macanti as well, and finally the guild establishes itself as a gathering of mages who oppose the order, though not openly.

      To the annoyance of the Order of Magecraft the guild grows and has soon more dependencies than the order, mostly in villages and the outskirts of the cities. The most famous guild house and a scorn in the eyes of the Order can be found in Santhala, the 'Santhala Magic Enterprise'. The guild supports no schools, but magic is taught on a one-to-one basis - as it had been the case for centuries already.

      230 a.S. The Santharian Unification of Measurements
      While travelling through mid-Santharia Lysarian has learned that one of the problems the traders and merchants have is that a handspan has not necessarily the same length in Marcogg as in Elsreth and a heb is not as heavy in Ciosa as in Santhala. Though the ped was defined since King Thar it does not work Santharia-wide.

      So Santhran Lysarian orders a 'standard ped and a standard heb' to be crafted which are then stored in the palace of Santhala. From there the measurement is taken to create several other 'standard' peds and hebs, one for each provincial capital, and one for each major town.

      280 a.S 200th Anniversary of the Fymbel Association
      Santhran Lysarian's last 'official' appearance is on the occasion of the 200 years anniversary of the Fymbels, an all-female craft association.

      Lysarian has always admired the work of that small guild of stonemasons, especially as they were all women. He is so taken by the idea of female 'craftswomen' that he wishes to sponsor them. As the women in question are mainly of low social rank, this is not an easy task. Finally he donates them a guild house in New-Santhala and is determined to say a few words at the opening ceremony. It is out of question to appear there as the former Santhran, so he visits the event incognito, disguised as lower ranked noble, and holds a short encouraging speech.

      356 a.S Dangerous flood in New-Santhala
      The first canalisation of the river into a canal system in New-Santhala results in a worse than normal flood. New flood defences, such as levees are constructed to help prevent another severe flood.

      419 a.S First Mill on the Thaehelvil
      The first water mill is built on the Thaehelvil River, harnessing its power to drive milling wheels.

      The above in red is found in the Thaehelvil article. It makes zero sense for a town of over a 1000 years has yet to harness waterwheels; it makes even less sense for the capital city of the entire United Kingdoms too over 400 years to introduce waterwheels. This should be rectified.

      540 a.S. Cheese Architecture
      Around this time great building efforts are made in Santhala; monuments built, palaces expanded, new warehouses erected. This atmosphere of creating inspires cheese sellers to carve sculptures out of cheese wheels which resemble famous buildings in the town. These cheeses are often ordered when a new building is inaugurated, and feature prominently in Guild feasts of the time. Although it is no longer known which kind of cheese was used, it must have been more than one, for contemporary reports tell of tri-coloured artworks!

      1.300    a.S. The Cyrathrhim Revival
      A group of elves and half elves claiming to be the descendants of the Cyrathrhim return to the Calmarios to dwell in the central settlement. They revive what they say are old Cyrathrhim songs, rituals and spells - though academics say that much of their belief system is totally unrelated to historic fact. This revival grows a great deal of interest, particuarly (oddly enough) from city dwelling humans and numbers grow rapidly.

      The Gremm, for whatever reason however take severed objection to these "descendants" presence and take the unprecedented step of asking for Aellenrhim help to remove them from their forest. The Aellenrhim go before the Circle and it is agreed that the Gremm should indeed be left in peace and the new Cyrathrhim be evicted.

      To these "new Cyrathrhim" the Circle's actions are simply justification that they are indeed the exiles as their forefathers had been. They now wander primarily as a small nomadic group practising pseudo-Cyrathrhim lore, although admittedly they do make useful entertainers and still sell beautifully crafted clay pots. They are commonly known to humans as the "Pot People". They are believed to have given rise to the Water Rats - a nomadic group to be found in and around New-Santhala.

      1.651 a.S. New Edition of the "Book of Paths"
      Artimidor Federkiel, archivist and sage at New-Santhala, edits and publishes the famous "Book of Paths" in order to prepare it for the generation of the 17th century after Santhros. The myth receives a new title, "Avaesthoría" (lit. "Will-o'-the-whisp").

      1.660 a.S. First Publication of the "Santharian Compendium"
      The first publication of the "Santharian Compendium" takes place, a still ongoing project initiated by Artimidor Federkiel, archivist and sage at New-Santhala. The first edition of the Compendium has eight volumes and comprises explanations and derivations to all important Santharian terms, providing descriptions of beasts, plants, people, weapons, artifacts, religions, historical events, myths etc. Furthermore the Compendium contains histories of all continents and races of the known world of Caelereth plus detailed time tables as well as short summaries and word lists on elven, dwarven and several other known languages.

      The Santharian Compendium is the most comprehensive book of knowledge that ever existed in the United Kingdom of Santharia. All kinds of researchers, be it historians, sages, bestiary experts, herbalists, alchemists etc. participate in this endeavour. The Ximaxian Academy is all too happy to assist the sage Artimidor Federkiel.

      7  Santharian World Development / Places and Map Design / The Districts of New-Santhala on: 15 March 2017, 02:17:52
      The great city of New-Santhala is divided into a collection of neighbourhoods and districts, each indentifable by their unqiue character or service to the City. Many of the districts have their roots in both the more recent and the ancient history of the region. The premiers of the City have historically made use of these districts to organise the City into easily administered zones; this tradition has since been formalised and enshrined in the City's legal code and official management.

      Much of the City's districts grew with time from the peaceful offerings of Quia'antá, the Eyelian town that preceded it. As time passed, so did the urgency for space and protection. From Santhros' fateful arrival at the rough pallisade wall of that small townb, to the towering spires of the current era, the history of New-Santhala can be found engraved in the cobbles of its roads, the dark wood of its docks, and the ardent smiles of its cherised people.

      • The Banner Districts: a sprawling collection of racial enclaves, market squares and tightly packed houses, the Banner Districts is the largest district and home to most of New-Santhala's population. New arrivals will find themselves drawn in by the constant blare of its people as they go about their business, jovially shouldering each other in the constant struggle for space in an altogether heaving part of town. Perhaps the most notable feature of the Banner Districts are the weaving and fluttering pennants that crowd the skyline. Hundreds of colourful tails of silk are whipped into a frenzy by the wind, signifying the houses and tribes of all the many multitudes that live there. New immigrants are readily encouraged to hang their own banner from a window, or to fix a pennant to their chimney to display the pride of their people. This spectacle can be seen from end to end, in every corner of the district.

        Despite the harmony between the city's many tribes, there will always be the desire to be among ones own kin. Thus, the Banner Districts are divided into an uncountable multitude of voluntarily segregated enclaves; whole market squares dedicated to Erpheronians;  taverns run solely by Boltgrumms, widely known as dwarven-exclusive drinking holes; Avennonorian blacksmiths that provide cheaper rates for the gang of their own youthful kin than those across the street. Sometimes the much-lauded harmony of New-Santhala runs its due course and tensions begin to mount, as they do. In times of simmering emotions it is not uncommon for bands to form and for families to relocate to the safety of the enclaves. In instances such as these, it is the task of the Mayor and his staff and the local Militia to find a way to deescalate the conflict - preferably without having to summon the veteran city guard, the Silvershields from Bastion Ring. The Banner Districts was incorporated as an original district by Santhros the Wise in 2 a.S., then known as Thar's Township (in honour of the Tharian king Thar the Great), and reincorporated in 46 a.S. under Santhran Laenthris as the Banner Districts, to accommodate its unexpected growth and diversified populace.

      • The Rafters: In the northeast side of the city you'll find a place where the engineer's cunning couldn't reach, where the streets ooze and appear to suppurate filth, where the lost and unwanted end up - welcome to the Rafters. Because of its position atop the Chair, the Rafters never received the civilising benefit of plumbing and clean water. So, much like its namesake, the Rafters is a dusty place that is mostly forgotten by the ermine robes atop the Palace ramparts. Although it is technically administered by the Mayor of the Banner Districts, it is well known that the care of the Rafters is traditionally foisted off to the least popular council member, a position rather affectionately termed Mousecatcher. However, despite its unkempt appearance, there are many who swear by the locations eccentric charm, the esotericism of its inhabitants and its astounding sense of community. Where one might find the west of the city aflame with racial tensions, the Rafters remains always quite, always demure. Of course, don't let that be an excuse to let your guard down; that infallible sense of community makes the mice of Rafters particularly hostile to intruders, in a bid to protect their distinctive, grubby identity. The Rafter's was incorporated under the Banner Districts in 46 a.S.; at the time, the Rafter's had an ordinary reputation as simply another neighborhood. It was only after the birth of the first Jyth gangs that the Rafter's began its decline.

      • Seller's Quarters: Wide, heavily-cobbled streets; an industrious cacophony; the pose of severity and moneymaking; each of these will greet you the first time you step foot beyond the Maker's Gates. Seller's Quarter is one of the oldest districts of New-Santhala, corresponding to the same market square that once sat squat beneath the shadow of the old bailey of Quia'antá. Many of the buildings that line its diligently swept streets are almost as old as the city itself. The Seller's Quarter is the center of New-Santhalan industry. Hundreds of workshops, of both artisans and amateurs, huddle around the tight twists and curves of the ancient cobbled streets, belching loud hammerstrikes, the clank of machines and the hiss of foul alchemy. Every renowned guild in the Kingdom's runs a shopfront in Seller's Quarters, including the much-lauded Fymbel's Association and the Quios Shipping Guild, or Stormcloaks as they're commonly known. The Seller's Quarter's stretches from the top edge of the Banner Districts up to the city's northern walls, running adjacent to the wholly less-well-kept Wharves on the western side, and the Bastion Ring and Blue Towers to the east. The district (and its taxes) is closely managed by the appointed Mayor of Seller's Quarters, his staff of overworked clerks, and the elected Chief Signatory. The Chief Signatory is drawn from the district's own informal ruling body of assorted merchants, referred to as the Council of Coins - membership to the Council is generally conferred upon proof of the recipients one-hundredth nune in profit (a thousand silverbards!). Seller's Quarters was incorporated in 2 a.S. alongside the Banner Districts, the Wharves & Quayside and Thar's Road as an original designation.  

      • The Blue Towers: The Blue Towers were inaugurated as a center of learning within New-Santhala with the unannounced arrival of Esra Moskva'an in 302 a.S., an eccentric traveling merchant who had brought with him a supreme collection of texts on the arcane, the scientific and the dry historical, and his own fearsome tirelessness in the pursuit of knowledge. Esra bought some cheap land close to the Palace walls in the Banner Districts, erecting his first ramshackle laboratory, where he proceeded to, over the next fifteen years, conduct experiments in half a dozen scholastic fields, contributing significantly to each of them. His general enthusiasm and astounding collection made him a local celebrity; academics from far and wide came out of curiosity, tired of the intellectual ennui of their own peers, to study this enigmatic man. Before long the district had expanded, gaining notoriety as a (rather raucous) esteemed center of education, and received incorporation in 328 a.S. as the Blue Towers, named after the painted wooden tiles that once adorned Esra's first residence - now demolished and replaced with the gorgeously-named Esra's Azure Minaret, a towering obelisk that now houses his original library. The district was first headed by an appointed Mayor, up until 429 a.S. when it was decided the title should, by rights, be conferred upon the incumbent Grand Steward from the Royal College, as a rule. To befit the rank, the appointment received the privilege of Lord Mayor, affording it a superior rank akin to that of Duke, as well as higher place in the Royal Court.

        The Blue Towers are notorious for two reasons: the widely famous Compendium is being written and compiled within the dusty halls of the Archives; and for being home to the noisy, vociferous dormitories of the Royal Santharian College. Much can be said about the debauchery of the College which can be left for another time. The Blue Towers are partially unique within New-Santhala in that they are completely walled off from the rest of the city - deep canals encircle its walls and the gates are tightly guarded. Entry is granted by the Gate Steward, one of the many Stewards that organise and run the Royal College and the Archives, and from where the Grand Steward elect is drawn. This exclusivity has afforded the students of the College a rather...pompous self-styling, an air that is met with much chagrin by the rest of the city.  

      • The Purple Fold: The manicured, resplendent, neatly-arrayed streets of the Purple Fold are perhaps a point of pride for many New-Santhalans. Here one finds a truly contrasting facet to the chaotic nature of the city's character; the streets are wider and regularly re-cobbled, swept and washed by teams of diligent Nerthers; opulent purple drapes adorn the lamps of every street corner and soaring public fixture; the residents are all suitably cultured and delicate. A home for the deserving and the noble. Understandably, many choose not to stray into the Fold, although their reasons might vary: lest they be beaten for trouble-making or "disturbing the peace" - a loud chortle, a rough visage or perhaps simply an unsavory personal odour - there are many rules in the books that might get you a night in a cold cell. The Purple Fold is home to New-Santhala's rich, its aristocracy. Many rich merchants who operate out of Seller's Quarters make their home here. Most of the greater nation's far-flung nobility maintain an apartment somewhere in the district, for when they decide to visit.

        The Purple Fold began life simply as the closest one could get to the newly established residence of the Santhran. When Santhros Salazath first mounted the Chair and declared it the site of  his new palace, his bewildered retinue scrabbled for the deeds of the land around him. And thus the Fold grew. As a new part of the established town of Quia'antá, the Fold was originally incorporated under the Banner Districts in 2 a.S. before receiving its own designation in 32 a.S. The area is administered by the Lord Mayor of the Purple Fold, a hereditary title passed down through the family of the Duke of Santhala, the House of A'agna, the once indigenous rulers of Quia'antá before the unification, who were duly awarded Santharian peerage.    

      • The Wharves & Quayside: The languid flow of the Thaehelvil completely divides the western portion of the city. The eastern bank, closest to the Palace, is referred to as the Wharves. Many of the buildings in this part of the city are showing their age, a slate of rotting wood, drowned flagstones and the stark spokes of fallen piers. Despite its proximity, the Wharves are seldom used for berthing ships carrying goods, as the states of their disrepair are far too hazardous for any risk-averse business. Rather, the ancient moorings are populated by rakish sloops and courier ships who desire fast access to the city. The haggard buildings that loom over the east-side waters are no less forbidding than the Rafters. The Wharves is perhaps infamous for its violence and profligate taphouses, and the thresholds between it and Seller's Quarters tend to be heavily guarded.

        Quayside stretches across the western bank of the Thaehelvil, from the northernmost walls down to the southernmost. Those passing over the Wanderer towards the Parish must first pass through Quayside; although, this is not a daunting task by any measure. Construction of a slew of dedicated moorings first began in 202 a.S., after it was sufficiently clear that the Wharves were beyond repair and its inhabitants too far gone. Those moorings grew into a complex of warehouses and storage able to accommodate the growth of the city's demands. They were paid in part by the Council of Coin, who saw great necessity in ensuring the efficiency and skillful construction of the new facilities. The purposeful erection of Quayside meant it was built with wide streets, an intuitive design and with an eye for traffic. Most of those who travel to the city via the Yellow Wanderer thus berth on the western bank, Quayside. The Wharves were incorporated as an official district in 2 a.S. alongside the Banner Districts and Seller's Quarters, with Quayside being added in 211 a.S. The district is managed by the Mayor of Wharves and Quayside, a position that is generally considered subordinate to the Mayor of Seller's Quarters.

      • Oric's Silver Gorget, or Bastion Ring: The fanfare inherent in much of New-Santhala's daily enterprise is a stark contrast to the tight silence of the Bastion Ring. Serving as an integrated buffer zone between the hoarding rabble and debonair aristocracy, the Bastion Ring also serves as the city's martial district. It is here that one will find the August Martial Academy, where the nation's finest military heads are trained, as well as the courtyards of some of New-Santhala's more martial Orders. The district consists of a thick ring wall, completely encompassing the Bastion Ring, Purple Fold and Palace districts. Towers soar at regular intervals along the fortifications, draped in pennants and regularly patrolled. Squat barbicans crouch over the few entrances into the secluded region, giving the Ring a very threatening and bleak expression.  At the southern portion of the district, flush against the walls is the Hold, a vast, spartan stone castle, built primarily as a reserve fortification, given the Palace's lack of real defensibility. Much of the architecture here follows older Tharian traditions - prevalent stone, fluted arches and tall, narrow windows. The martial spirit of the district runs incredibly deep; noise is restricted during the early hours and in the evening during drills, drinking is controlled and much respect is paid towards the Santhran.

        The Bastion Ring's correct title is Oric's Silver Gorget - following the seemingly local tradition of laborious official naming. The area originally belonged to the Banner Districts and the Blue Towers. In 495 a.S., the ruling Santhran Jedira I, consumed with an irrational paranoia that the orcs which had terrorised much of the northern quarter of the Kingdom under his father's reign (Santhran Gant the Grey, who had ruled Santharia during the first phase of the Troll War in 488 to 490 a.S.), had somehow invaded Rimmeran's Ring and were hiding in the woods just beyond the city. Despite the constant reassurance of his councilors, Jedira I ordered much of the local land stripped and patrols sent out to hunt for the elusive suspected orcs. It was not until Lord Oric, the Thane of Manthria, gifted him a vast ring of stone fortifications, built and paid for by his own engineers and laborers, as a sign of good faith. The construction of the ring soothed the delusional Santhran's fears...for a time - in 502 a.S., Jedira I died inside his chambers after setting fire to himself. He had mistaken his wardrobe as the sillhouette of a hulking green intruder. He had struck the shadow with an oil lamp, unwittingly dowsing himself and his room in liquid flame. He died before help could arrive, leaving his adolescent son Pysamon as heir to the throne. Construction of the Bastion Ring was completed in 503 a.S., and officially incorporated as an administrative district later that year. As it fell squarely over much of the city's original martial buildings, such as the barracks, the area gradually developed as a center for such affairs. The district Mayor is joined by a council of leaders from the various military Orders that make it their home, as well as ranking officials from the August Martial Academy, and the Steward of the Hold.

      • Thar's Road: It is well known that Santhros the Wise greatly admired his predecessor, King Thar the Great. Thar's lasting legacy can be found in many places across the United Kingdoms. Upon his ascension to the throne, Santhros the Wise honoured the old king by designating the primary causeway between the city gates of his new capital, New-Santhala, and the doors of his palace, as Thar's Road. He went so far as to designate the path as its own district, with its own Mayor. Thar's Road is a widened causeway that cuts directly through the Banner Districts, the Purple Fold and the Bastion Ring right up to the palace gates. Its administration is left to the Mayor of Thar's Road, who's only task is making sure it remains in good repair, essentially. Understandably, it's considered an easy office, an a great honour of retirement for aged commanders of the Kingdoms.

      • The Parish: To the west, across the Thaevelhil and beyond the bustle of the city proper are gentle green parks and vineyards that make up the Parish district. As the warehouses of Quayside fade and the huddled shacks and slums that crowd around  beneath their shadows retreat back into the city, the land takes on livelier hue. Arcing into the distance, the city walls still encompass this pastoral area of town.Sloping gently up from the river, the Parish is a mixture of gentry and humble dweller; palatial estates preside over tightly-packed hamlets and winding, high-banked little roads. Bristling hedges hash the sloping hills, dividing the Parish into a jester's motley of vinyards, orchards and meadows. It is here that much of the city's wealthy withdraw to retire - those rich enough to afford an estate within the walls, of course. As for the little hamlets, they belong mostly to the servant families of the estates, as well as the ancient cottage-holdfasts of the original dwellers, the old people of Quia'antá. The people of the Parish - the true people, those from before Santhros arrived - are known for their curmudgeonly attitude. Protected by royal decree, they are steadfast and deeply-rooted, with the face of every scowling patriarch the bowl of a gnarled old oak. This part of the city was recognised as a district in 213 a.S.

        The Parish soon grows sparse and subdued as one travels out, and the estates also fewer between. Much of the land here is dedicated to quiet vinyards, and is typically referred to as the Royal Winelands. As one draws further from city, up the soon steeply-inclined hills, one reaches the westernmost walls of the city. Thick and studded with bastions, the walls loom from their vantage point, visible from any point in the city. The land beneath the walls are known as the Hinterhills, a designation that stretches beyond them and into the wilderness beyond, all the way to the western warden and the stony face of Mount PocRotrum.

      • The Palace: Santhros Salazath's royal seat of rule, from where the nascent United Kingdom's of Santharia has been ruled since his time. The Palace District is a relatively small parcel of land, locked entirely by the Fold. The edges of the district are shored up by tall walls sheathed in alabaster stone. In the sunlight the walls are ferociously illuminated in a true spectacle of dazzling colour. Within the walls, the palace complex sprawls out leaving very little open space, no more than a few courtyards for any of the royal inhabitants to practice sparring or enjoy some outdoor leisure. However, as the highest point in the city, the bright walls and tall minarets can be seen from any direction; on a bright summer's day one can stand upon the Warden's in any direction and witness the dazzling fire of the Palace walls.

        The Palace foundations were laid by Santhros Salazath and was given official status alongside the rest of the city, in 2 a.S. Since then, the Palace has grown to its limitations. Much of the original buildings still stand, however. Subsequent Santhros' have been cautious to take great care when renovating their august home.  

      • The Four Wardens: Whilst they might fall outside of the city walls, the Wardens of New-Santhala are still considered a part of the city, as far as the books are concerned. The Four Wardens are imonumental stone towers built by Santhros Athaelath in 401 a.S., and given to the then newly-formed Order of the Towers alongside the decree that they shall be a first response in the defense of the city. Maintained year-round, the Wardens are garrisoned by a cadre of troops trained in the Order chapterhouse in Bastion Ring, typically drawn from other military orders and veteran companies from across the Kingdoms. The towers are built from heavy stone boulders in the Eyelian fashion: each boulder retains its original shape with only the exterior and interior walls hewn smooth, creating a distinctive interlocking pattern. Beneath the towers are large cellar stores, enough to provide for a sizable force of refugees fleeing from the city. The Towers are rarely quiet. Despite their (relatively) remote location, they serve also as waystations for those exiting the northern and southern passes of the Ring, as they loom  a short ride from the main road. On clear days, it is possible for all four towers to be visible from the Refuge, the nesting tower that soars above the Palace.

        The Four Wardens are named the Fair Warden to the west, Rangwar Warden to the north, Silverrock Warden to the east and Wings Warden to the south.

      8  Santharian World Development / Places and Map Design / Re: New-Santhala, Sangui Province, Southern Sarvonia on: 14 March 2017, 20:23:43
      It seems evident that this article will have to be split up into further articles, as it has reached its word limit. This article will therefore function as the overview page for the City - pending further edits!
      9  Santharian World Development / Places and Map Design / Re: New-Santhala, Sangui Province, Southern Sarvonia on: 17 February 2017, 05:06:40
      Guilds & Orders and the Coat of Arms is here!
      10  Santharian World Development / Santharian Artists Workshop and Resources / Re: The High Fores picture on: 06 February 2017, 04:53:35
      Gorgeous, Seeker. Great to see the world rendered in colour. Let's get Arti to upload it, post haste!  heart
      11  Santharian World Development / Places and Map Design / Re: New-Santhala, Sangui Province, Southern Sarvonia on: 27 January 2017, 03:48:38
      I've finished locations now (provisionally). Still toying with the notion of writing up interesting locations, but I think that might restrict anyone who wishes to develop the details on their own via the RPG board. (Also, it'd take forever).

      Taking a deep breath before moving onto Guilds & Orders!
      12  Santharian World Development / Places and Map Design / Re: New-Santhala, Sangui Province, Southern Sarvonia on: 27 January 2017, 02:14:50
      You are such a great writer, it is a shame that you larbouring alone in these halls. I wished you were part when the Santharian Dream was flowering.

      I have read the Politics section and it is great. There were a lot of words I only guessed what they mean from the context. ;)

      Good work! I like it! :)

      You are very gracious, Ta'lia. While I wouldn't mind companionship, I'm somewhat grateful for the freedom my solitude affords me. I can work at the (extremely) leisurely that I prefer.
      13  Santharian World Development / Places and Map Design / Re: New-Santhala, Sangui Province, Southern Sarvonia on: 22 January 2017, 22:53:13
      Added the "Politics" section. Hoping to add more insightful references to cite and perhaps one day to turn into characters.
      14  Santharian World Development / Places and Map Design / Re: New-Santhala, Sangui Province, Southern Sarvonia on: 12 December 2016, 08:52:28
      I'll defend my use of industry - it's not a particularly gross word, and I can't think of any suitably archaic synonyms for it. Chemistry I've gone ahead and changed to alchemy, much more fitting!

      I have a sketched map at my desk, which I hope to clean up and scan sometime soon :P
      15  Santharian World Development / Places and Map Design / Re: New-Santhala, Sangui Province, Southern Sarvonia on: 30 November 2016, 00:45:15
      You know what Ta'lia, I thought so too. I'd argue for it in this case. My use of it here makes no reference to anything concretely earthern, and I think it invokes in Dreamers the correct images of narrow, winding streets...looming balconies...dappled shadows and the like ;)

      Thank you for your response! It's nice to know someone is still here to read it!
      Pages: [1] 2 3 ... 5
      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
      gfxgfx gfxgfx