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Author Topic: The Dunraich of Thalambath (updated to Talia's requests)  (Read 14502 times)
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Ta`lia of the Seven Jewels
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« Reply #30 on: 02 October 2010, 06:02:09 »

Coat of Arms
The Thalambathian coat of arms is a bright red or yellow background bordered on right and left by a black border with a small white line running through it near the inner edge. At the center of this design is a multi-diamond—a large, white diamond, which serves as a border for the five interior diamonds within. Small black and white borders surround each of the inner diamonds, each of which is a nor’sidian black. The diamond in the absolute center of the other four, however, is a bright red. At the outside of this central diamond shape are three more, smaller diamonds, similar to the center ones—all three along the underside of the main shape. These diamonds represent the sovereignty of Thalambath—the Seven and the Royal Viseur. This symbol is known as the “One and Seven”.

The coat of arms is almost always featured as a banner, flown as an elongated design running down the sides of buildings, clamped at the top and bottom. Usually, multiple flags are spaced evenly along the full side of the building, or there will be only two flags that border the doorway to the building.

The main background colour of the coat of arms changes based on certain conditions within the state. A yellow background indicates peace or citizenship, and is the most common flag displayed around Thalambath’s territories. A red background indicates royalty or sovereignty, if used within a Templum or barracks, or a state of war if all city flags within the state are changed from yellow to red.

When on shields, the coat of arms frames the entire shield in the outside border, rather than just the tops or sides, and always has a red background, with the One and Seven symbol in the center. Also, when shown as a square flag, generally from the backs of Thalambathian ships, the borders appear on the top and bottom, rather than the sides.

A simpler variant of the One and Seven symbol for smaller ornamentations is usually just a white diamond with the eight black ones, on a yellow or red backround, without any complex bordering.

At the Black Temple, the interior red diamond is coloured a bright emerald green, in homage to the Thalambath’s Heart gemstone that lay within the ancient monument.

//DEVELOPMENT EXAMPLES:
Royal/war colours (banner):


Civilian/peace colours (square flag):

//

People
The Dunraich is made up almost solely of the native Kaizranian tribe. This however includes both the noble class, which is mainly families of whom can trace a relatively “untainted” Kaizranian bloodline back several centuries, as well as the lower classes, which are generally considered inferior to the “True” Kaizranians. The latter however has become more tolerated over the centuries and is now mostly equal to the True Kaizranians, as the blending of peoples as a result of joining the Stratanian Kingdom has been inevitable.

There are very few other peoples in the state. Foreigners, especially the other races like elves, have very few rights and so most are travelers only. Very few attempt, or succeed, at becoming civilians. Those that do manage it, along with families who have been “blacklisted” for crimes, are considered second-class citizens and suffer fairly harsh discrimination.

As a whole, the Kaizranian people generally look like Stratanians. They are, however, rather tall, reaching up to 2 peds, and their skin is often less gold-brown and more grey-brown in comparison. They have dark eyes and hair, and most wear their hair cropped short, rarely longer than the shoulders, even for women.

People of the Dunraich are generally known for being very disciplined. Almost all are educated, and much of the upper class is comprised of the Thalam Wizards, who tend to occupy powerful political positions.

Most citizens are highly competitive, and are also raised consistently to believe in the power of the Kaizranian blood and the state as a whole. They are fiercely nationalistic, and are raised to be willing to make personal sacrifices to benefit the greater community. This often makes Kaizranians appear arrogant and haughty to other tribes and races, which they deem as inferior.

Most Kaizranians are either in the local law enforcement or are general labourers. Most are scholars in some form or another, but not as a paid occupation. There is also a significant amount of individuals working in state-run organizations, namely administrating the many businesses in the Dunraich via the Templums, or the various youth and worker guilds.

[See the Kaizranian Men entry for further details.]

State Organization
The Dunraich is run at its head by an organization known as the Presidium. The Presidium comprises the Seven of Thalambath, who have ultimate dictatorial power over the state, and the Royal Viseur, who is generally charged with handling state affairs, including overseeing the Truban province as a whole. While the Viseur has assumed full dictatorial control over the Dunraich, this is generally curbed by the Seven as well as by the political influence of the Templums and the individual Vesal-Viseurs, who rule the other vesals (fiefs) within the state.

The Royal Viseur has here the function of the Thane also, that might give problem, if the other duchies have to vote for him also. So maybe we need an extra thane ,above‘ the Royal Viseur, who might have not much influence in the province of Thalambath. I assume, he has to have his seat here also, as Thalmbath is the capital, he might choose to spend a lot of time elsewhere though and allow the Royal Viseur as much leeway as he wants. So the true power may be in the hands of the Royal viseur, maybe even Truban wide. He may not speak for the interests of Thalambath though very strongly..

Under the Presidium come the Regional Council, the Vesal-Viseurs, and then the Templums, of which Thalambath society is divided up. Each controls a different aspect of society, and most are run by Thalam Wizards, which are known as Pryus’.

That‘s a it unclear formulated. You mix up persons and areas, as I see it.

Presidium - Regional council ( out of Vesal-viseurs) - Pryus=Thalam Wizards (who run the templums) ???
What is a templum exactly? An area? No .. (of which Thalambath society is divided up. Each controls a different aspect of society)??

This results in a highly regimented, state-controlled society, with strict and harsh laws in place to prevent abuse by the many groups and individuals who have access to ultimate power in their jurisdictions.

The Dunraich’s government is generally considered to be particularly complex in comparison to the rest of the Santharian Kingdom. Some supportive scholars have argued that it is a highly advanced form of government, and that the necessary level of organization to achieve it is a testament to the sophistication of the Dunraich. They argue that all provinces, when sufficiently evolved, will eventually develop governments similar to Thalambath’s. Detractors however state that it is too complex for a larger community, and that it only works in Thalambath due to its small size and self-sufficiency—an argument that seems to be supported by the fact that Thalambath has knowingly avoided implementing its system of government even in the other duchies of its own province.

Maybe you should use ,province/duchy‘ inbetween more often, the „Dunraich“ is more the lost empire.

The Presidium. The Presidium is the group of eight individuals at the top of the Thalambathian food chain. It refers to both the Seven and Royal Viseur, though in practice the Royal Viseur is the primary figure.

,food chain‘ - you are writing for the compendium, that is not approbriate! ;)

* The Seven.
The Seven are the most powerful group in Thalambath. Their position was in existence even before the city of Thalambath existed, when the humans of the region were just barely recovering from the disastrous eruption of the Norong’Sorno volcano that obliterated the empire before it. The Seven are aloof and mysterious, and there are many rumours about them. Some believe they are immortal, beings of the Era of Sorcery who have used their powerful magic to sustain themselves for millennia. Some believe the Seven are chosen out of modern Thalam Wizards when the time is right, during which their former identities are all but stripped and they seal themselves away with their peers. Regardless of which, the Seven possess some of the most powerful arcane abilities in the world. On their rare public displays of their skills, they have performed spells that supposedly even the greatest archmagi at Ximax would be unable to match.

The Seven rarely intervene in political affairs, save on rare occasions to curb over-enthusiastic Templums or Viseurs. Though they have absolute power, they only tend to exercise their right to veto. A prominent example of this was in ??? a.S., when the Seven prevented Royal Viseur Nafras Helm from seceding the Dunraich from the United Kingdom of Santharia when half of the old Stratanian Kingdom was given to the new province of Brendolan.

There is work to do here!

The Seven have never been seen at a Council of Linked Hands, and it is believed that the only time they have met a Santharian King was in 0 b.S., when Santhros the Wise retrieved the Keep’s Heart from the Black Castle, where they swore fealty to the new King.

The only person who semi-regularly encounters the Seven is the Royal Viseur, who consults with them over running the state. The Royal Viseur is chosen by the Seven, but cannot be removed except for a majority vote, albeit there have been very few occasions where this has happened. The Seven are also responsible for approving the appointment of Vesal-Viseurs and Grand Pryus’, and in approving the decision to elevate a business to the position of Templum.

It is unknown what the Seven look like, and no one knows their names. They are considered gods-on-Caelereth by the Kaizranians, and are always treated as a single group—there is always the Seven, never a Seven.

So, they don‘t die, or at least, nobody knows anything, and if one dies and they choose a new one, that is a secret act as well?
Maybe a few speculations would be good here? Remember, you are now a free person, writing for the compendium, get rid of your Kaizarian fetters.

* The Royal Viseur.
The Royal Viseur is the dictatorial head of the province of Thalambath. He is in charge with overseeing the Templums, to the point of deciding when a Templum is to be created or abolished, as well as with the appointment of Vesal-Viseurs and Pryus’. The Royal Viseur is also charged with the running of the capital city, which includes the duties of running the Truban province as a whole and conducting foreign relations with the greater Santharian Kingdom. He is both Truban Thane and Thalambathian Duke in one, by Santharian ranks.

That may be a problem, for the Thalambathians surely don‘t allow their Royal viseur to be voted by the other dutchy leaders.

The Royal Viseur is in charge with passing statewide or capital laws. These laws must be followed by all the Templums, and supersede any local or Templum laws. The Seven can veto them, but this is rare. He is also in charge of allocating state funds to the Templums for large products or occasionally to bail out a faltering Templum. The Royal Viseur can also in times of crisis or national need allocate emergency resources and control to a Templum—IE in threat of naval war the Royal Viseur can grant the Templum of Sail the ability to nationalize all assets necessary to the building and running of a wartime fleet. This ability extends even to the Templum of the Sword, though in practice this is impossible. The Seven have always vetoed any attempt by Royal Viseurs to grant the Templum of the Sword the right to nationalize all military forces. This has prevented Royal Viseurs from currying favour with the Templum and then giving them emergency powers and using that favour to supplant the Seven and take over the country by force.

Royal Viseurs are almost always Thalam Wizards, though there have been some rare exceptions. The citizens of the populace generally do not like non-Thalam Viseurs, however, as they are generally encouraged to believe in the divine power of the wizards. Most non-Thalam Viseurs have kept this fact a secret for most of their reign, though a few openly proclaim the fact and some have managed to gain widespread support. Also, Royal Viseurs are almost always male, though this is more by the lack of opportunity for females in high power than any laws, and it is not known whether or not the Seven share the chauvinistic ideals of the citizenship. There has been only a single case of a female Royal Viseur in the history of the Dunraich.

Just puzzling - has this system existed already before the down fall - during the Dunraich?

Royal Viseurs have also never voted for the elevation of female Thanes in the Council of Linked Hands to the position of Santhranna—such rulers invariably have the Truban vote against them (much to the chagrin of the honourary Shendar seat in the Council). On the other hand, Royal Viseurs almost never put themselves forward as candidates to the Santhran throne, either. As reportedly said by Royal Viseur Adoeljer Deuras in a private conversation with his advisor, “It serves not the Kaizran race to rule as king among the degenerate barbarians of the north”.

race?

Truban is not this old, so the Thalambathian Thane might have not have had often the possibility to not vote for a Santhranna. But there needs to be some history developed , so that this can be cleared up. Better not stir in here now, to get this submission up!

Edit: I‘ll have a look which Santhranna this could be!

The position of the Royal Viseur is its own Templum, known as the Royal Throne. The Royal Throne mostly consists of delegated positions that are in charge with managing specific areas of state need at the behest of the Viseur, such as taxes or foreign trade relations. The Royal Throne, like all Templums, has its own watch, but the Royal Throne forces are known as the Templar Knights. Unlike all other Templums, the Templar Knights are the only guard unit that are allowed to arrest and prosecute Thalam Wizards. This gives them great power and prestige, and they are a vaunted position among the watch.

The current Royal Viseur is Hairech Staufler.
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« Reply #31 on: 02 October 2010, 06:05:30 »

The Regional Council. The Regional Council is the assembly of Vesal-Viseurs, in charge with the management of the cities and territories outside of the capital city. The Regional Council generally only gathers to discuss matters of import that affect each of their lands within the state, such as when a new national law is passed by the Royal Viseur or when there are disputes of territory or other matters.

* The Vesal-Viseurs
The Vesal-Viseurs are the heads of each city or land within the Dunraich. They are the governors of their fiefs within the state, which are known as vesals, and are appointed to their position by the Royal Viseur. Statewide laws and the dictates of the Presidium bind each Vesal-Viseur. They can create local laws for their territories, though these are sometimes subject to approval by the Royal Viseur.

Again, you are describing your empire, the Dunraich, and not the provice/duchy of Thalambath. You should mention at least (already above), that the Vesal-Viseurs are the dukes of this provinces, as the ?? Vesals?) are the gravens. From the standpoint of New Santhala, these are the dukes, who the Thalambathians call Vesal-Viseurs. I don‘t know, how this goes together with the different tasks of the templums.. Maybe I have misunderstood something.

The charge of the Vesal-Viseurs is mostly in regulating the subsidiary Templums in their respective vesals. This includes deciding whether to provide state funding should a local Templum operation become financially at risk. Some vesals might have a substantial Templum influence, while other, less important lands might only have a single Templum to concern themselves with. In addition, Vesal-Viseurs must maintain a standing army in their vesals.

Like the Royal Viseur, the Vesal-Viseurs can bestow emergency powers to the subsidiary Templums in their territories. Unlike the capital Templums, these emergency resources are only on a vesal-wide level.

To the contrary of popular belief, Vesal-Viseurs do not divide up the land in their vesals, like Santharian Gravens. This is the role of the Templums that have stake in the land, and the Vesal-Viseur is merely in charge of funding and regulating these Templums and settling disputes. It is up to the Vesal-Viseur, however, to allow a new Templum to stake a claim in his territory.

So each Vesal-Viseur is a duke and has a certain territory (dutchy), where the gravens are more responsible for a certain task (templum?)

--> I know that‘s wrong, for the duchy is the duchy of Thalambath.. Couldn‘t you have constucted it a bit easier? ;)


Each Vesal-Viseur is a Thalam Wizard. Most are personal contacts with the Royal Viseur, and earned their positions through winning his favour.

Ever since the Truban province joined the Santharian Kingdom, there has also been a Vesal-Viseur for the capital vesal, known as the Exarch. Unlike other Vesal-Viseurs, the Exarch is largely an advisory position only. In the Regional Council, he is charged with mediating disputes and to relate the outcome of meetings to the Royal Viseur, but he has no vote power. However, at the same time, the Exarch has greater power than the Vesal-Viseurs, for when the Royal Viseur is on leave to a meeting of the Council of Linked Hands or other foreign duties, the Exarch is in charge of running the capital vesal, the state, and the Truban province as a whole.

That is disputable also, for he would have to be voted by the others as well. Maybe he just runs the affairs for the Thalambath duchy, not the whole province?

I think I posted the general question already: Is the Thane the duke of one of his dutchies of his province, or has he a follower as soon as he is elected for Thane?

Each Vesal-Viseur, like the Royal Viseur, has a branch of the Royal Throne at his service. However, the Templar Knights remain under the control of the capital Royal Throne, and so Vesal-Viseurs can be arrested by their own bodyguards if they break the law.

The Templums. The Templums are where the majority of actual state government, law enforcing, and general livelihood is run, ever since the Stauhur Revolutions in 1,238 a.S. Templums are essentially state organizations that are in charge of regulating the land and companies under their districts. All parts of society are divided up between the Templums, which are in fierce economical competition with each other. Each Templum owns a plethora of subsidiary businesses, which own their own smaller businesses, and each business owns its workers. Land or city districts are divided up between the Templums, and each Templum is charged with most of the government processes involved in their land or district. They provide land and education to their worker families, finance and regulate the various ventures under their control, and are charged with organizing their own guard force.

Templums are mostly headquartered in the capital city. The Templum of Tilling, however, is headquartered in Ankhat, where the majority of the farms are located, while the Templum of the Sword is headquartered in Eastwall. In the vesals and townships where the Templum is not headquartered, a smaller regulatory body can be found. These are essentially smaller ventures themselves, but which stand at the top of the pecking order in the other areas. They, like the Templum headquarter, are in charge of dividing up land between the smaller businesses and worker families. Not every Templum is located in every town, as they only operate in areas where they have sufficient resources for their field of expertise. However, every Templum has at least one embassy in every town, where their products can be delivered and then marketed to the surrounding ventures. If a Templum wishes to open up a larger operation in a new town, they must get approval by the Vesal-Viseur of that region, as well as having to pay a substantial startup cost, as they must buy land that is currently owned by another Templum.

As a matter of good business, the Templums have as much a responsibility towards its workers as the workers have towards their jobs. They are responsible for providing jobs, homes, and education to their workers, in return for the dedicated labour, as the workers perform the jobs required of them as well as provide children to replace them in the Templum’s labour force.

Each Templum tends to handle a specific area of business, though their child businesses provide support services that are not directly related to the primary business. For instance, the Templum of Sail primarily handles the construction and sale of ship hulls and the like, but will also have its stake in completely unrelated businesses in the Waterfront of the capital, where it is based, like small food shops. Essentially, on the land in which a Templum is based, all of the businesses belong to that Templum, even if that Templum’s primary market is a specific field.

This relates even to joint ventures with other Templums. For instance, the Templum of Trade has a small regulatory company in the Waterfront. The Templum of Sail owns the land, building, and workers of this operation, and all its profits and assets belong to the Templum. However, the venture is charged with overseeing trade in the Waterfront and directing larger ventures to Eltar Square if they grow too large. While this might seem to be economically damaging to the Templum of Sail, the Templum of Trade pays them a substantial cut of the profits of any business that is moved to Eltar, plus, any profits the company makes off of regulating trade that happens solely inside of the Waterfront all goes to the Templum of Sail.

Every smaller business within a Templum is allocated a portion of that Templum’s resources for their specific market. They are also required to provide for the larger Templum as a whole when they are successful. Competition between the subsidiary businesses is encouraged, so as to drive innovation and open new markets. Families are also free to open their own ventures on behalf of their parent Templum, provided they have the assets and market for the operation to be successful.

While the businesses are limited to the land of their Templum, their products aren’t. Each Templum and its smaller ventures sell their products to other areas within the Dunraich or outside of the state. There is constant competition between the Templums over markets, and just because the Templum of Tilling might be the primary supplier of foodstuffs does not mean they aren’t having to actively compete against the Templums of Sail or Trade over the sale of foodstuffs to the populace. If the Templum of Trade is offering lower prices on food to the other Templums than the Templum of Tilling, resulting in less of a market for their own products, it doesn’t matter how much of the farmland they control, they are forced to cut back, develop new, more efficient methods of farming, and/or lower prices. The only time that competition is curbed is during times of crisis. A Templum may be permitted to nationalize all assets of its primary function if ordered to by the Royal Viseur. If there is a famine, the Templum of Tilling could be allowed to nationalize all businesses and trade related to the supply of foodstuffs, in order to allow them to more efficiently regulate and ration the supply of food. In order to prevent huge price increases from the monopoly though, in these situations the Regional Council and the Royal Viseur directly regulate the Templum, usually through a state-appointed Archwizard, or Grand Pryus. In a war, this might mean the Templum of Sail for instance has to provide its hulls and ships free of cost to the Navy, though they will be compensated for their work by the state.

The Royal Throne is considered a Templum, but it is above all other Templums and can encourage them to direct their resources towards certain state-desired goals. This is usually done by granting benefits or lowering taxes to ventures working at the behest of the state. The Royal Throne can also open up state-funded organizations and institutions anywhere in the Dunraich—it does not need to own the land, though a portion of any profit made by the institution goes towards the Templum that owns the land, as compensation for the workers.

The Templum of Sail is currently under a state of local (capital city only) emergency powers, as a result of both increased pirate attacks and to make the capital city a more desirable trading port. As a result of this increased power, a Grand Pryus oversees them, and garrisons of Templar Knights are required to oversee their lands. The Templum of Sail currently has access to all assets related to ship and port construction and development, and is working on state plans to rebuild the capital city docks from wood into nor’sidian, construct additional Ship Houses to protect merchant vessels from storms, and to rebuild and retrofit Thalambath’s Navy.

That‘s a tiny bit complicated. So, are there fiefs (with a graven or how yu have called them?)? Borders? But a templum is not restricted to one dutchy, isn‘t it? But how is the ranking then? Does a Pyrus be mainly belong to one Vesal-Viseur(Duke) and a bit to the next? Or is the head templum always in one dutchy, but has footholds in other dutchies as well?

* The Pryus’
A Pryus runs every Templum. He is the top Thalam Wizard (by ability or by political power, the two often go hand in hand) in that organization. His role is to ensure that his operations run smoothly, that the businesses under his Templum are flourishing, and to handle the oversight of the child ventures directly under the Templum administration. The Pryus can create new ventures at any time, allocating assets and workers to begin its operation, as well as order an existing venture to close up shop so that its resources might be used for the greater whole—this is done generally when a business is failing to provide a suitable profit. The Pryus is also in charge of passing down laws from the Royal Viseur or local Vesal-Viseur, as well as instituting and enforcing the Templum’s own.

The Pyrus’ regularly meet in an assembly known as the Dictorial Council. The Dictorial Council is a council of the various Templum Pryus’ to discuss matters pertaining to the good of all the Templums. It is similar to the Regional Council, but does not involve the Vesal-Viseurs and purely discusses matters relating to business. Templums may make deals to jointly work towards a common goal, or settle disputes between rival ventures.

Underneath the Pryus is usually an assembly of other Thalam Wizards, and most of the top level ventures are owned by Thalam Wizards also, or else rich and powerful nobility. Rare is it that a commoner manages to achieve a level of prominence within a Templum, but it is not unheard of. Commoners run smaller businesses, however, and they have the potential to rise in power if their venture is highly successful (a prospect used to encourage hard work). Thus, being a productive worker is the key to nobility, outside of being a wizard, in the Dunraich.

Law. Most other regions within the Santharian Kingdom generally see Thalambathian law as very strict. Most rights do not exist in place of security acts, and so most individuals can be detained at will if they are deemed a threat to society, particularly minorities and foreigners. The Inquisitorium, the branch of the Thalambathian military that handles internal security, is also known to place agents into position to spy on suspicious individuals or companies. In fact, the state publicly proclaims that all businesses within the nation have at least one of these agents. Whether or not this is true is unknown, but as the agents have no identifying characteristics, it compels people to stay in line and respect the laws of the Dunraich.

Criminal justice is generally handled swiftly and harshly. Thieves lose their hands, political prisoners and potential spies are tortured and beaten for information, and executions are not uncommon. The Inquisitorium regularly screens the Royal Eyes (the Dunraich’s city watch) for corruption, and traitors often lose their lives. In addition, Eye patrols are on a constant rotation basis, and no patrol travels with less than four members, all of different units. This limits the chance for corruption, as Eyes are inclined not to accept bribes or commit other crimes as they have no personal bond with their colleagues, and each makes separate reports (which are collected and analyzed for accuracy by a third party institution) to their own commanders.

Magic use in the Dunraich is banned. Only the Thalam Wizards may use magic and even then, they must use it within the presence of the Temple of the Arcane or their own homes only. A Thalam may use magic in public if there is just cause, but they will be interrogated over the act to affirm it.

Relations between Kaizranian men and women with other races is also explicitly banned, and while intercourse between Kaizranians and other human tribes is permitted, it is extremely discouraged and unsupported by the state.

The Dunraich uses an inquisitorial court system. Individuals accused of crime are placed before a council of judiciaries and interrogated, and, along with whatever support evidence might be available, given a sentence befitting their transgression.

Generally, the civilian populace supports these acts, as they are considered to bring stability to the Dunraich and serve to weed out the weak from the strong.

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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 #32 on: 02 October 2010, 06:08:50 »

Climate
Hot. The Dunraich has some of the worst and best weather in the Rahaz’Dath region. The two major cities of Thalambath and Ankhat both lie on the southern side of the Norong’Sorno volcano, where they sit atop fertile soil born of the volcano’s eruptions. Clouds rolling in off the sea let down an irregular but plentiful rain on this western peninsula, giving a brief reprieve from the glaring sun and allowing plentiful crop growth.

Water running down from the snowcapped mountain would be a more stable resource.

On the otherhand, just north of the volcano lie the Lands of Plain, where death is the most common commodity. Here the heat is unbearable, as toppings of volcanoes warm the already arid terrain. Clouds of ash and dust in the air, smothering life in the deadly heat. No Thalambath city dwells here, and it merely exists as a large blight upon the Dunraich’s territory.

East of Thalambath, at the outposts of Eastwall and Southwatch, are what is commonly considered the typical desert. Arid planes of sands, of which are only the rare rainfall. Days are hot, nights are cold, and breezes are uncommon—and often bring along currents of warm air and sand.

At the peninsula, violent storms of sand can arise out of nowhere. They bury the ancient cities in fine coats of dust, and threaten to return them to them to the dune wastes, just as was done to the empire long before them.

I think Ankhat is quite save, there is no sand between Thalambath and Ankhat, but sandstorms could bother Thalambath, coming from the East.

Economy
The Dunraich has a very strong economy, ruled by a series of state institutions known as Templums, which dictate and fund every business within their district of influence (the land they own in any particularly city or vesal). It is largely a free market economy, and businesses are encouraged to compete with one another in order to keep prices stable, promote innovation, and, of course, to make money.

Each Templum owns a collection of large companies under its wing. These companies in turn own their own smaller ventures, down the line till the smallest worker stall. Within a single Templum there can be a wide range of businesses and products, though most Templums tend to concentrate on specific areas, denoted by the name of the Templum itself—IE Sail, Tilling, and so on.

* Resources
Thalambath’s biggest natural resource is fresh water and foodstuffs. The two major cities are both agricultural hubs, and the capital city has access to some of the largest stores of fresh water in the province. These resources are an ever-present market both within the city as well as in external markets like Strata.

Beyond these necessary resources, there is also Firestar paste, which has a variety of uses from construction to paint and sealant. Nor’sidian is a particularly strong product for construction, and iron and gold, among other metals, are mined in the northern mountains and shipped down to the main cities where they are used or sold elsewhere. Artwork, pottery, and tapestries are sold to foreigners, as are jewelry, especially that of the gem beetle kind. Other resources include obsidian, lead, copper, rhyolite, quartz, brimstone, burning stones, clay, feldspar, and glass.

The state also produces and sells magical and alchemical reagents of every kind, as well as unique craftwork like mithrilan weapons, which use forging techniques kept secret by the companies to produce metal that is tougher, lighter, and stronger than what can be found elsewhere. It is rumoured that some form of magic goes into the crafting of these items, as no other mithrilan manufacturer has been able to match these weapons in quality no matter how good the swordsmith.

Varcopas has  - very few --> production in the Mithrilan entry, better than those of Thalambath, who produces more.

Due to the competitive nature of the Dunraich, there are usually more than enough products for trade. Prices are raised when a resource becomes scarce, which causes new ventures to start up and try and meet the demand if the potential for a return is sound enough.

* Production
Each venture in the Dunraich is granted a patch of land or building by the ruling Templum, along with possible startup funds if the worker requires it and the investment is sound. Generally, these institutions “own” the land on which they work (in reality they are merely renting it from the state), though this can be taken away at any time if the business flops. If a company needs more land for their business, they are free to work out deals with other companies in order to purchase more land. Essentially, land ownership operates along a line similar to the ancient Krath Empire of the continent of Nybelmar, with private land leasing instead of land owning.

All assets of the individual companies, including the workers, are ultimately owned by the ruling Templum. Each venture is assigned an Asset Advisor whose job is to make sure that the venture is not abusing its funds and is working towards an overall profit. The advisor has no power in the individual company, but can determine whether or not it receives the funding it needs by his reports to the Templum’s regulatory body.

* Trade
In the past, Thalambath has been extremely isolationist, trading largely within its own borders. It is believed that Thalambathian companies and influence might have played a large hand in shaping Strata’s trade empire during its Golden Years, but otherwise the state only traded amongst its own ventures. After Thalambath became capital of the province however, and with the collapse of Strata, the Dunraich opened up its borders for trade and soon came to rival Strata. Early attempts however were not successful, as the government attempted to control the market manually and was unable to consistently guess the trends necessary for most of the nationalized companies to make a profit. Foreign enterprises tended to outplay the state organizations and many shut down.

This lead to the Stauhur Revolutions in the early 1200s, which reformed the state’s amount of control over the Templums and turned them into essentially banking institutes that own and finance their own enterprises by state funds but otherwise have no direct control, as seen today. Smaller ventures were granted private ownership and control, and market demand is determined by product sales and trends. As the funds of the various enterprises under a Templum tend to be pooled, this quickly built up their power and trade since then has flourished to the benefit of the state workers instead of the foreign traders.

Currently, interior trade is stronger than foreign trade. This is because the Templums make a strong effort to limit how much foreign products can enter the state market. When it appears that a foreign business is being too successful and is driving internal enterprises out of business, the state imposes larger tariffs on the imports. This slows down the market, and allows the enterprise to either recover, or for other ventures to startup and take control of the market.

Citizens are encouraged to buy Thalambathian-made products only. There is strong national incentive towards this, but costs are usually the ultimate factor. However, there is strong resentment towards the foreign market, so in this regard Thalambath tends to be the weakest of the three trading cities of Truban. This weakness is only in foreign goods, however. Its internal market is much stronger than either Strata or Varcopas.

I don‘t know when the province was formed, when the Stratanian empire broke down, have to do some research first.
How can you be so self-providing? I see you more as an area which is dependant on imports, because it has not enough arable land, nearly no wood..

Military
The Dunraich is the most advanced military power in the southern parts of Santharia. While Strata and Varcopas have both been known for their navies, neither has a particularly strong land force due to the desert expanse. The Dunraich, however, despite there being no real threat of war, ruthlessly trains its men to fight from a young age. All men are required to join the watch for a few years, where they receive most basic military training. Following this, many then join the vesal armies, where they receive more advanced instruction, and compete in mock skirmishes between their units.

However, the Thalambathian Army is fairly small. Even if the regiments of each vesal were combined into a single force, many northern duchies would still dwarf it. Instead, the Dunraich dedicates itself to extensive training regimes and uses the most advanced equipment available for its men. They painstakingly keep a full cavalry despite having to import horses from the northern provinces, most officers wear the light but powerful armour of the skin of a Rahaz’Estar, and all but the lowest ranked soldiers use mithrilan weapons. In general, the Army is equipped with light leather armour and mithrilan swords, as there is very little chance of facing armoured opponents in the Rahaz’Dath. The Dunraich also has a comparatively large archery regiment compared to other provinces. These archers are trained in the longbow and crossbow, as well as the necessary means to defend against an armoured melee combatant.

I wonder where they get this Rahaz - Dath skin armour from... I mean, the Shendar will not give them one of their most valuable secrets - how to treat this skin so that you can use it as an armour. Maybe I should clarify in the entry better, that this knowledge is not avaiable for outsiders.

Each vesal in the Dunraich is charged with maintaining a standing army at all times. In times of war, the majority of these soldiers are combined into a single Army (which is then divided into regiments and divisions) and commanded by the Templum of the Sword.

The Thalambathian Navy is currently a small force of fairly modern ship designs supported by some older vessels. New warships are being churned out at a very quick rate currently, due to the tireless efforts of the Templum of Sail, and the Navy is expected to expand threefold within a few years. The ships are regularly armed and armoured with the latest in naval designs and technology purchased from Aca-Santerra, and even old ships are often refitted to keep them up to date with modern technology. The Navy is very well coordinated, and frequently can be found on the seas engaging in mock tactical maneuvers.

Religion
The state religion for Thalambath is known as the Temple of Vierahn, named after the prophet Azan Vierahn. The chief god of the Temple of Vierahn is known as Avhan. Other demi-gods exist, risen from prominent Kaizranian leaders and religious figures in the past, but they are seen as servants and saints of Avhan, rather than gods to be worshipped themselves. Modern scholars see the Vierahn faith as a heavily altered evolution of the Avanian Faith that was once practiced by the Astar’Nuvic empire. Avhan is seen as a male form of Ava, and similarly is associated with dreaming the world into creation—though in Vierahn scripture, Avhan’s dreaming was deliberate, rather than accidental.

Avhan is considered to still be an active participant in the world. Worshippers believe in perfecting themselves in order to make them worthy in the eyes of Avhan, who will thus grant them passage to the next life. His wrath is also frequently documented, and the Kaizranians believe that it was Avhan’s fury that struck down the Astar’Nuvic Empire for its sins in believing in the false faith—the elven worship of Ava.

Avhan is most often associated with fire and light. The Norong’Sorno is considered to be a massive altar to Avhan, and the Injera and the moon are his eye. His eye is open during the day to provide warmth and guidance to his people, and closed at night so that they might rest. Full moons are the exception, and they are seen as Avhan watching his people while they rest but without as much light so that they might continue to sleep. Full moons are thus also seen as a warning against criminals and murderers, for even in the darkness, Avhan is watching.

A gold, flourished open eye symbolizes the Temple of Vierahn. The eye is symmetrical in shape on both sides, and surrounded by a triangle within a square, with radiant lights beaming outwards from the center.

What for a submission, Fox! Please do see, that I admire you, even though i have to fight you ! ;)
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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 #33 on: 02 October 2010, 06:10:15 »

Now, lets see: :)
I hope I say nothing wrong or forget anything in my hurry!

My main point is, as said several times above, that you are trying to describe the Dunraich, not the Duchy of Thalambath! You need to take more the look of an outsider. I see, that it is difficult and maybe not necessary, to write

The Capital City of Thalambath --   okay

The City of Ankhat ---  okay

The Township of Bezalhur -- has to go entirely, maybe it has existed in former times
(lava is flowing down the slope..)

The Fortress of Eastwall --yes, but see my comment and picture

The Border Keep of Southwatch - if really necessary, maybe a remnant from former times to protect against the evil things originating in the Yar‘Dangs?

The Border Keep of Northpoint --not now, see above

The Golden Reach - not really a place where somebody would want to live.

The Lands of Pain - inhabited except those tombs at the south eastern border.

Northern Mining village/town? An underground village? (instead of the Nirmenith Mountains)


Would be the area ok for you I placed on the map?

Some comments:
I would like to have the volcano more or less untouched till its base, it could be the templum of the .. Something religious? I can‘t find it now.

I just reread parts to find, where you wrote something about land distribution. Don‘t you have any, has each templum (with a certain task) land here and there? Then my lines on the map are dispensable!

The Dunraich in its beginning ?? (second attachment)

I gave you quite some more land including a lake. I think you need some arable land for the first time elsewhere, the place between Thalambath and Ankhat will be stones and ashes. But I would like it to vanish fairly soon. You could build up quite an empire in 2000 years - until it destroys itself with cutting all trees. Deforestation with desertification following. The lake vanishes more or less also and will be a saltpan. Would that be ok?

What I wish to be untouched are the swamp and all east of the marked line. To have a reason I invented (and will add to the Rahaz-Dath entry) a kind of Strangeness, to protect the desert and the Shendar from any encroachment .

I can‘t find the right word now. I had this strang eforest already in the Old empire entry, remember? I thought I build on that.
Everybody who wants to enter the desert will get a kind of nauseous, disorientated, loose any sense of reality. Effects like we only know from places near the void occur. So nobody can live there. Except the Shendar. Some are immune to this, and only they can be guides through the desert. That ,gene‘ can be inherited, it runs only in the female line though. (A boy can have it, but his children will not have it.)
The other Shendar are vulnerable to those effects, but not as much as other people, for they eat something, which they give to their passengers also. This stuff (plant, mixture?) helps to overcome these effects. As already Shendar children get it, they will be kind of immune, to a prize however I have to think of.

Does this sound good? (No, you can‘t conquer the whole Rahaz-Dath ;) )

This ,effect‘ spreads with the time, so most of the  yellow marked  area is inaccessible due to this void-effect.

Don‘t know, if that makes sense, I‘m tired and need to do other things now. Hope tis helped you for now!


Finished with posting! Fox, you need to have oversees colonies at some time, so you can have a great empire despite the restriction in place I put on ypu!
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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 #34 on: 02 October 2010, 15:55:51 »

Ups, I forgot to attach the pics!

Note, the Shendar territories should not be on the second picture (Dunraich) and the yellow colour less wide spread, I just forgot to use an extra layer.
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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 #35 on: 02 November 2010, 08:04:48 »

Sorry for not taking a look at this until now, Talia. I was kind of out of Santharian development matters for a bit. Thanks for the comments! I'll post some responses when I get some time to.

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