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Author Topic: Sunth  (Read 19546 times)
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Niccoli
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« 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.
« Last Edit: 12 November 2007, 05:37:40 by Niccoli » Logged

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« Reply #1 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.
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Niccoli
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« Reply #2 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?
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« Reply #3 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)


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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #4 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!)!
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Niccoli
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« Reply #5 on: 27 November 2006, 05:10:49 »

alrighty then, back to the map.
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Niccoli
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« Reply #6 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
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« Reply #7 on: 27 November 2006, 07:27:44 »

Check spelling, the map says Veltin....

Just a quick heads up...

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« Reply #8 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?
« Last Edit: 27 November 2006, 15:01:31 by Talia Sturmwind » Logged

"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Niccoli
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« Reply #9 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?
« Last Edit: 27 November 2006, 20:52:47 by Niccoli » Logged

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« Reply #10 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
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!
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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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Niccoli
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« Reply #11 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.
« Last Edit: 28 November 2006, 05:44:41 by Niccoli » Logged

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« Reply #12 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.


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"For me there is only the traveling on paths that have heart, on any path  that may have heart. There I travel, and the only worthwhile challenge is to traverse its full length. And there I travel looking,  breathlessly. ~Don Juan"
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« Reply #13 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?
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« Reply #14 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?
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