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


*
gfxgfx Home Forum Help Search Login Register   gfxgfx
gfx gfx
gfx
Pages: [1] 2 3 ... 9
Print
Author Topic: City of Ximax  (Read 25498 times)
0 Members and 1 Guest are viewing this topic.
Rayne (Alýr)
Dreamress
Santh. Member
***

Gained Aura: 117
Offline Offline

Gender: Female
Posts: 4.466



View Profile
« on: 06 September 2011, 03:26:01 »

You do not have to be a contributor to engage in discussion. I'm still looking for more people to help write this entry!


GUIDE LINES

1) Keep up with discussion: Read what people have written, and follow the discussion, especially when it pertains to something you’re doing. If, for whatever reason, you are unable to keep up with discussion, ask what has been discussed so far! If you want to PM me to ask me, that’s fine. I will not judge you—I know you have other things going on in your life. But I will be disappointed if you do not take responsibility for getting the information you need to participate in this project.

2) Keep up with deadlines: I know deadlines are awful, but you need to keep up with them in order for us to get this entry done efficiently. If you’re having trouble writing your piece, talk to me! If you’re having trouble, we can take about the piece you’re working on and generate some ideas. If something comes up, let me know and we can negotiate a deadline extension.

3) Talk to me: If you have any questions, issues, comments, breakdowns, identity crises, etc. let me know. My purpose here is not to make you feel bad or stress you out—I’m here to get this entry done, and I need all of you to help me do that. Your well-being is important to me, so please keep me in the loop!


ORGANIZATION

PERSONEL
Deklitch Hardin
Valan
Eldor Delrossa
Azhira
Mina
Talia

CONTRIBUTORS
Xarl, Deklitch Hardin, Valan, Eldor Delrossa, Azhira, Mina, Talia, Bard Judith, Altario Shialt-eck-Gorrin, Rayne Avalotus

CLAIMS
All sections EXCEPT the “Description” overview are claimable. Individual boroughs are now claimable--however, you MUST post what you plan to put in the borough you develop (try to limit it to one or two main attractions) so that we don't have overlapping boroughs. You can claim up to three pieces of the entry at one time (i.e. you can claim three, and once you finish one, you can claim another).

Dekltich Hardin
  • Inner Borough 4, Due 1/24
  • Outer Borough 4, Due 1/24
  • Inner Borough 2
  • Outer Borough 6
  • Tanner's Bend
  • Inner Boroughs Description
  • Outer Boroughs Description
  • Outside and Under the City Description

Valan
  • Outer Borough 5, Edit due 1/18
  • Inner Borough 6, Due 2/6
  • Coat of Arms

Eldor Delrossa
  • Outer Borough 1
  • Inner Borough 5, Due 2/5

Talia
  • Remnants of Old Ximax
  • Cemeteries

[color]Bard Judith[/color]
  • Market Square

Rayne Avalotus
  • Inner Borough One
  • Resources
  • People
  • Climate
  • Inner Borough 6
  • Inner Borough 5
  • Description
  • Overview

Azhira:
  • Outer Borough 3
  • Outer Borough 2
  • The Sewers
  • Remnants of Old Ximax, Due 1/30

Mina
  • Inner Borough 3
  • Ximax Academy
  • Market Square
  • Tanner's Bend

Claimable Pieces
  • Necromancer’s Guild
  • Myth/Lore


DISCUSSION QUESTIONS:

Please refer to the WIP entry below as you are answering these questions--they sum up (roughly) the progress made in discussion thus far.

Gray = Decided Discussion Questions
Yellow = Active Discussion Questions

1) Description: What should each borough be named? List any and all ideas you may have for names and provide a brief explanations of how you constructed the name or where it came from.
Decision: If you are working on a borough, you have flexibility in determining the name for that borough. If you're stuck, post so that we can discuss!

2) Description: What kind of boroughs do we want to have (i.e. what should be in each borough. We should brainstorm ideas for boroughs--a list of everything that should be in the city--and then we can break these down into 12 for the 12 boroughs.
Decision: Please refer to discussion question 9 below.

3) People: What should the demographic of Ximax look like? Mostly humans, some orcs, occasionally dwarves…? Or do we want a more equal distribution of the primary races? What guilds should be represented in the city?
Decision: Section complete, but still open to commentary.

4) Coat of Arms: Please refer to the old entry. How should this description change? What do we want it to look like? What symbols should be included?
Decision: Section complete, but still open to commentary.

5) Climate: Please refer to the old entry. Do we still want this kind of climate, or should we opt for a more temperate climate? How would being on a plateau change weather conditions
Decision: Section complete, but still open to commentary.

6) Resources: Please refer to the old entry, and the entry below. Is there anything we want to add? Anything I've left out?
Decision: Section complete, but still open to commentary.

7) Myth/Lore: Please refer to the old entry. Do we want to include this story, re-write it, or do something different?

8) History: This needs to be researched and edited. Is there anyone interested in doing a little legwork in this regard?

9) Please refer to the current lists of boroughs and their listed content. Should any of the items listed be removed, and what can be added?
Decision: Descriptions agreed upon (still open to commentary).

10) Should the City of Ximax be surrounded by walls? If so, how high/thick?
Decision: Yes; detail included in the Description section.

11) Should this entry have an "Attractions" section or something similar, to add more detail about the stores, taverns, and inns that add to Ximax's mystique?
Decision: "Places of Interest" section added.

12) Because of the size of this entry, it may be helpful to include a linked map of the city. Thoughts? Is there someone who could create such a map?


MAPS

Created by Judith:


Created by Mina:
http://www.santharia.com/dev/index.php/topic,14141.msg189612.html#msg189612



XIMAX CITY

Overview: The city of Ximax, though not the largest, is undoubtedly one of the most famous cities in the kingdom, noted for its eccentricity, its mercuriality, and, most of all, its magic. Although the Magical Academy of Ximax no longer resides in the city itself, the two remain linked in a kind of spell that creates an ensorcelling air through every city block. Within the city, shops cater to nearly every fancy, filled with arcane enchantments, runic reagents, and bewitching brews. Needless to say, Ximax is one of the most miraculous, mystical, magical of cities on the disk.


Description: The City of Ximax shines as a beacon to all those with a penchant for the magical, elusive, and peculiar. For years, those wishing to enhance their wisdom of all things magic have journeyed far to enter through the tall gates into Ximax, which sits just east of the great Ximax Academy. Within the walls of Ximax travelers will find, quite literally, one of Santharia’s most enchanting cities.

As the capital of the province of Xaramon, Ximax is also the seat of the provincial government, headed by the Thane and the Dukes.  However, it mainly focuses on provincial matters, and local issues are dealt with by the city council, who in addition to the city proper, also handles the affairs of the Cha'domm Peninsula in general, save those areas claimed by the Zirghurim dwarves.  

The City of Ximax, which serves as home to nearly 50,000 residents, has an old and quite unique history, due in part to the Orb of Ximax. The Orb is an object of extreme power around which the Academy was constructed. The Orb has attracted mages for thousands of years, and it and the Academy continue to draw young and eager minds to learn magic. While the Orb and Academy continue to draw business into the economy of the city, the influence is not always entirely positive. A number of explosions pock the city’s history, the most recent of which decimated the city in a.S. 1480.

The City of Ximax originally contained the Academy entirely, with a thin inner city partitioned off with walls such that the average traveler could not enter. The Outer city consisted of three separate sections: Tanaman to the east, Deurenshill to the north and southwest, and Novorhall in the south. Because of the growth of the city, Tanaman extended farthest of any of the sections.

In a.S. 1480, Ximax experience is most devastating and mysterious explosions. It emanated from the Academy, and yet left the Academy unharmed. It destroyed the inner city and outer city almost entirely, leaving only one a piece of Tanaman, to the east, still intact. Strangely, the loss of life was relatively small (about 10% died in the blast), but the buildings were almost entirely blown away. The Academy, shocked and remorseful about the incident, offered to rebuild the city to placate the anger of the denizens of Ximax. And with the help of the Zirghurim dwarves, they did just that (though the city was moved a bit farther away from the Academy, for safety).

Today, the construction of many of the boroughs echoes typical Zirghurim design, with a little magic built in. Reconstruction began in the northwest and swept quickly to the southeast as the mages and dwarves built on what remained of the city--namely the boroughs of Feldstone and Hallowhall. Much of the city, then, is relatively new, though there are citizens whose families have been Ximaxians for generations. With old resentments faded, the newness of the city has become a source of pride, a badge of honor representing the progressiveness of the city and its inhabitants.

Like the old city of Ximax, the new city has an inner and outer section, called the inner and outer boroughs. However, unlike the old city, the inner boroughs are not separated from the outer ones by walls--the entirety of the city is accessible to all who travel here. And in fact, the boroughs themselves have flexible borders, with one borough gradually melting into its neighbours. The only walls to be had are around the entirely of the city itself, protecting it in case of attack.




Inner: Surrounding the Market Square at the centre of Ximax are the six inner boroughs of the Magic City. As with the outer boroughs, each inner borough has a specific purpose and unique character, and each contributes to the wider Ximaxian community in different ways. A brief discussion of the six inner boroughs follow.

Aferburgh, home to the most renowned jewelry shops in Ximax, has also attracted clothing and accessory stores of various kinds to fulfill the needs of the clientele found in this part of the city. Additionally, those who have dealings with the Jeweler's or Artificer's Guilds will find the guild halls here. A third guild hall, the Innkeeper's Guild is found in neighbouring Hollyale. This borough is home to a high proportion of taverns and inns of various kinds and quality. Also in this borough is a Temple of Jeyriall, a refuge to pregnant women, regardless of station or support. Two additional temples are located in Dukesbury, the next borough in our tour of the inner city of Ximax. These temples are in honour of Armeros and Foiros. The Bankers' and the Librarians' Guild are also located in this borough. Governance Square, located in the heart of Dukesbury, is the seat of municipal and provincial governance in Ximax. In addition to housing the Thane's Palace, the highest ranking bureaucrats have their homes here.

Most of the middle and upper classes of Ximax live in Middleton, a walled and gated community with houses built in the Centoraurian style, marked with Helcrani influences. An infirmary, coffee house, music hall and the Dancers' Guild are all located within Middleton. The infirmary is part of the Temple of Nehtor built by the residents of this borough to care for their fellow citizens. In a similar vein, Maejsend, previously Mage's End, has a temple, this one is to the worship of Eyasha. This borough caters to the magically inclined and hosts the Mage Guild Hall. Magical, reagent and potion shops populate Maejsend and rumours persist of hidden and forbidden groups in operation in this borough. The last of the inner boroughs, Tymeside, brings us back to Aferburgh and is home to the clockmakers and watchmakers of Ximax. Tymeside is home to the Clockmakers' Guild as well as jeweler shops and magic shops.

This is but a brief description of the sights of these parts of Ximax and it is strongly encouraged that interested people should travel to Ximax and get a first hand account of the inner boroughs of the capital of Xaramon Province.



Aferburgh (Inner Borough 1)
Nestled between Tymeside and Hollyale, and just south of Ettinsburgh, Aferburgh contains the most renown jewelry shops in the city. Here jewelers display their lovely pieces crafted of mithril, copper, silver, and gold, gleaming with all variety of gems, from the crimson heartstone, to the golden sunstone, to the green peridot. Those familiar with the city know the niche of each shop: some jewelers specialize in necklaces, while others may be expert gem-cutters, and there are even high-priced shops that sell special enchanted pieces.

The jewelry shops attract a number of visitors, particularly the opulent and affluent, and many other shops have popped up to appease their refine tastes: a number of hatters, purse-makers, and glove-makers have shops in this area of town, as well tailors and seamstresses who craft exquisite dresses from the highest quality fabrics. While the quality of products produced in Aferburgh is high, one should expect to pay in kind.

Aferburgh houses two guild halls. The Jeweler’s Guild, the smaller of the two, is rarely used, and its architecture resembles the other buildings’ so closely that it often appears like any other shop. Because the Jeweler’s Guild is not particularly active, the building is often rented out for special occasions. The Artificer’s Guild is a much larger hall, decorated on the outside with interlacing patterns, and even has statues flanking its entrance: on one side a female jeweler studying a ring, on the other a clock-maker winding gears. The building receives much use from the variety of jewelers and clock-makers who belong to it.

There are a number of small parks in the borough, where those traversing the streets may sit and rest. Some of these small parks even have elegant fountains and gazebos. Most of the population here is human, though an occasional gnome or dwarf is not uncommon.



Hollyale (Inner Borough 2)
Located between Aferburgh and Dukesbury is the borough known to the residents of Ximax as Hollyale, due to the high proportion of taverns and inns on its streets. It is north east of the central market square of Ximax and boasts high-class taverns and inns. As one gets closer to the outer borough of Underside, the quality of the taverns and inns decreases markedly.

The workers and owners of the inns and taverns of Ximax are represented by the Innkeepers' Guild. This guild, located in the northern section of Hollyale, sets standards for the quality of taverns and inns throughout the magic city. These established standards provide the public with an indication of the quality of service and maintenance of the facility for each tavern or inn. This guild also establishes minimum conditions for the workers in these establishments. The lowest standard is called the san, with the od, the copperbard, the silverbard and finally the goldbard being the other ratings in increasing level of quality. Only the wealthiest of individuals are able to frequent those taverns or inns rated as silverbard and goldbard.

One would be remiss to leave this borough without due consideration given to the temple of Jeyriall located within its streets. This temple is pyramidal in shape and has a cup engraved above its main entry. Paths through a small, cultivated ground takes the pilgrim past a small pond of still water through the main entry into the temple. The temple is built from granite with gold on the window trim, planter boxes and capstones. The granite and gold were brought in from the Steppe of Kruswik. The priestesses of the temple assist women who are ready to give birth and who request the services of the temple, regardless of whether or not they have other support available to them. Finally, the interior rooms of the temple are a store for a variety of foodstuffs for the citizens should another disaster befall the magical city.



Dukesbury (Inner Borough 3)
Immediately southeast of the city’s central market is the borough of Dukesbury. It houses not only the city's government, but also the government of Xaramon province.  Relatively few citizens make their homes here; those who do are often high-ranking bureaucrats. Several large residences are scattered throughout the borough, the homes of dukes during their visits to the city.  Insulated from the rest of the city by high walls and towers, these residences seem almost like small castles.  Ducal troops guard their entrances at all times, allowing entry only to those who have business with the dukes.

Located at the centre of Dukesbury, Governance Square is the heart of the borough, containing some of its most important buildings.  To the south, the Thane's Palace serves as the official residence of the reigning thane, although they often prefer their ducal residences.  Inspired by the Curonesta Palace of Milkengrad, it is built of white marble in the classical Helcrani style.  It was designed to impress, and does so very well.  In addition to numerous rooms where bureaucrats work out the details of governance, it also houses a grand audience chamber where the thane holds court.  At the other end of the square is the City Hall.  Unlike the palace, it is built mostly from local granite in a more modern style, incorporating elements of Volkek-oshra and Zirghurim architecture, but the overall effect is no less impressive.  The city council meet here regularly, often accompanied by local notables, to see to the administration of the city.  

Two great temples are located to the east of the square.  The first is dedicated to Armeros in his role as the god of judgment.  While fortified in the manner typical of armourwains, it functions as a court of justice.  At the head of the main court chamber, a giant statue of the Just One watches over all proceedings.  Next to the armourwain stands a temple of Foiros, the god of Sun who represents the inner strength to resist lust and desire. Each day, many devotees come to pray for his help in guarding against worldly temptations. Made of white marble accented with gold, the temple presents a stunning sight under the light of Injèrá. At night, numerous small fires keep it illuminated.

Finally, two guilds have their headquarters in the borough. Not far from wealthy Middleton, the Bankers' Guild has largely taken over a street, lining it with guild members’ businesses.  The guild hall is located here as well, its ornate facade displaying the guild’s wealth. A short distance away, the rather grand headquarters of the Librarians' Guild reflects the respect commanded by the guild.  It has a small archive that holds some of the most valuable writings in the guild's possession, including the historical city charters. Despite the guild’s location, the guild members are more often found elsewhere in the city, or at the Academy.



Middleton (Inner Borough 4)
Nestled between Dukesbury and Maejsend and north of Homestead, lies Middleton. The borough is easily identified by its collection of upper class, two-story houses built primarily in the Centoraurian style. These Centoraurian buildings are constructed of granite and marble, and as in other parts of Xaramon province, the style borrows heavily from the Helcrani.

In order to protect themselves from the peasants of Homestead and the seedy underbelly of Ximax’s Underside, the residents of Middleton (often called Middletonians) have followed the Helcrani practice of building walls. Rather than constructing these walls around individual buildings or houses, Middletonians have instead encircled their entire residential district. To further prevent riff-raff, they employ armed guards to patrol the inside of their gated community.

Within the walled part of their borough lies a popular coffee house. Named “Marcalm’s” after the Erpheronian who owns it, the shop serves as a meeting place for residents. After some Middletonians expressed worry for their 'poor brothers and sisters' in Homestead, a temple to Nehtor was established outside of the gated and walled part of their borough. This temple houses a small infirmary that will gladly treat any Ximaxian, regardless of station.

Finally, Middleton is home to a small music hall. Like the temple and infirmary, it lies outside of the walled and gated part of the borough. Here, the residents of Ximax watch various types of entertainment, which tend to combine music, dance and drama into a continuous story. In addition, this music hall is home to the Dancer's Guild. Despite the name, this guild serves not only dancers, but also for musicians, actors and all kinds of performers who call Ximax home.



Maejsend (Borough 5)
Originally called Mage’s End, this borough has changed its name over time and now goes by Maejsend. Lying to the east of its sister-borough, Hallowhall, much of the west of Maejsend was once part of Old Ximax, and continues to tailor to the magically-inclined. The inhabitance of the borough tend to be older magi, many of whom are eccentric, stubborn, and/or ornery. All of these particular traits are manifested in the creation of a Mage Guild Hall, which few mages actually go to, but whom the old resident mages insist upon having. It lies close to the border of Hallowhall, and while it is small, its decoration is ornate with engravings of the elements of fire, water, earth, and wind. It is said that the light and shadow created by the engravings represent the dual forces of xeua and ecua.

The heart of the borough is filled with a number of magic shops specializing in all sorts of things for the average magic-user. There are reagent shops, selling beach sand, sea water, various crystals (aquamarine, quartz, topaz, etc.), small mirrors, ether-flake, sulphur, ashes, candles, etc.. Potion shops supply not only a host of herb-related reagents, such as rosemint leaves, wizard leaf, and fa’yale sprigs, but also a host of alchemical equipment and concoctions.

While a great deal of the borough is new, much of the originally connivance of the old structures persists. And while a great deal of the heart of Maejsend is filled with magic shops, there are said to be a number of underground organizations, the most notorious of which is the mage’s fighting ring. According to rumors, this fighting ring pits young mages eager to earn a little coin against one another to fight. While strictly forbidden by the Academy, the ring continues to thrive, and is perhaps reason for the infirmary on the fringes of the borough, near a Temple to Eyasha.

The Temple to Eyasha is a powerfully peaceful place; its tall spire rises above the borough buildings, but much of the sides are opened and are designed to catch the wind, sending it spiraling through the interior, down to the garden that lies at the heart of the temple. This garden is filled with fountains, babbling peacefully, and wind chimes that turn the currents into soft, silvery song. At night candles, protected by tall glass tubes, are lit, illuminating the garden softly.



Tymeside (Inner Borough 6)
Often called “Clocktown” or “Tick-tock borough,” Tymeside is renown for its collection of watchmakers. While the art of watch-craft is not the only business here, it is by far the most prominent, and some of the watchmakers are renown throughout Santharia for their delicacy and skill. To the south, Tymeside shares a border with Maejsend, and the eccentricities seem to pass seamlessly from one borough into another. While the skill of the clockmakers of Tymeside are highly regarded, most visitors cannot deny a certain queerness to the bunch.

The borough shares its eastern edge (as well as an aesthetic of accuracy and precision) with Aferburgh, the borough of jewelers. The two boroughs share resources, and members of both the jeweler and clock trade occasionally meet in the prestigious Artificers Guild, whose headquarters lies in Aferburgh near their shared border. While this guild is the more prominent association, Tymeside also boasts its own guild hall nearer to the interior of the borough: The Clockmaker’s Guild. The headquarters, which is small but intricately decorated with metal trimmings and a floral motif, is lovely but frequently empty. Having moved into the city after the Artificer’s guild, it’s been slow to grow in size, but claims a modest membership.

Besides clock and watch shops, other stores crowd the interior of this little borough. While the number of jewelers in Tymeside pales in comparison to Aferburgh, there are still a healthy number. Closer to the border with Maejsend lay a number of magic shops selling wands, staves, robes, and small, intricate containers in which a mage may store her silver dust and other reagents.

The population of Tymeside is overwhelmingly human, though there are a few gnomes here and there. The character of the population, though, is of greater note. The entire borough seems to remain quiet until precisely 6 in the morning, at which point almost all the shops seem to open simultaneously. Around noon, the shops all close, only to open precisely half an hour later. The borough runs on a strict schedule, but don’t worry: if you’re uncertain of the time, you will most certainly find someone here to tell you.




Outer: Surrounding the six inner boroughs of Ximax City are the outer boroughs. There are six outer boroughs as well, and as is the case with those closer to the market square of the city, each of these add a unique flavour and flair to the city.

Ettinsburgh houses the largest proportion of dwarves anywhere in Ximax city, due to the masons and Masons' Guild being located in this borough. As a result of the high proportion of dwarves, statues and monuments to Trum-Baroll fill Ettinsburgh. Dwarven celebrations of CorunvilDen are observed monthly, and the rhythmic sounds of hammer striking stone is replaced by laughter and good cheer. The neighbouring borough of Gate Side is the main thoroughfare for people entering and leaving the city. Stables, blacksmiths and general merchandise stores are all located here. The Ximaxian Militia are headquartered here, located within a temple to the fire god, Armeros. Nearby Underside houses a shrine to Queprur, which includes a large morgue. Rumoured to also house criminal elements of various kinds, only the most hardened people dare to set foot in this borough. Even the militia of Ximax refuse to go into the underbelly of Ximax, unless there's a major disturbance. A Thieves' Guild and a Necromancers' Guild are rumoured to exist here, though no one has confirmed these rumours.

Very much in existence in the neighbouring borough of Homestead is Boyzinna Fellowship Hall, sports fields, a recreational hall, a small infirmary and an Arvinswood, sacred to Arvins, god of the hunt. Adjacent Hallowhall has a small temple dedicated to Anilya the Everbright. The borough with the closest connection to the Magic Academy, Hallowhall has infamous taverns such as the 'Wasted Wizard' in its streets. Together with Hallowhall, Feldstone is one of two boroughs still in use after the explosion of 1480 a.S. Architects are in abundance in Feldstone and they work with masons from neighbouring Ettinsburgh on building projects. The needs of the architects are met by the Architects' Guild located within this borough.

As with the inner boroughs, the outer boroughs of Ximax City are best experienced in person and it is hoped that all will visit the cosmopolitan capital of Xaramon Province in Santharia.



Ettinsburgh (Outer Borough 1)
Ettinsburgh is the northernmost borough of the City of Ximax, adjacent to Feldstone and Gate Side, and Aferburgh. Masons make up the largest population here, and most of the city’s granite and other building supplies are brought to this area of Ximax. Scattered throughout the borough are large family-owned workshops where a single family works together to cut granite, saw wood, and organize building supplies. Surrounding these buildings are many smaller workshops where masons put together simple parts for structures and plan out future projects.

In the center of the borough, a large white building provides a space where the Mason’s Guild can convene to plan their next large projects in Ximax. The large granite building is rectangular, with four wings surrounding the circular chamber of the commons. The building arches upward, forming a dome-like structure at the top, with a large window at the top to let sunlight in. The main meeting room is in the upper right wing, with an eatery in the southeastern wing, and a large recreational room covering the entire west wing.

Out of pride, the majority of the masons (mostly those in the Mason’s Guild) build their own houses, however simple. Most of these houses are in the southwestern corner of the borough in order to avoid the bustle of the supply roads in the north and east. Architects often visit the borough, working closely with masons in constructing and repairing city buildings. Because of the abundant masonic activity, a high population of dwarves inhabits this borough. In fact, Ettinsburgh holds a great a sizable amount of the city’s dwarf population. Dwarves make up approximately forty-five percent of the borough’s population, while humans make up fifty percent and orcs make up around three percent, leaving the other races to fill in the remaining percentage.

As a further result of the abundance of dwarves in this borough, Ettinsburgh is filled with many statues and monuments to Trum-Baroll, including a bustling temple located in the northern part of the borough. This simple square building is made with a mixture of varying metals and stones, such as copper, steel, and granite, to show respect to the Great Forger. On the night when the moon is at its fullest in every month, the dwarves celebrate the CorunvilDen. During this time, tools are put away and Ettingburgh is ebullient with laughter and cheer.



Gate Side (Outer Borough 2)
Gate Side, also called “The Gate,” witnesses most of the traffic entering and exiting the city. A popular borough for new arrivals, it houses many of the establishments that visitors to the city most often require: stables, blacksmiths and general merchandise stores. The Ximaxian Militia keeps its headquarters here, with official guards constantly patrolling from watchtowers that rise up on either side of the gate like imposing sentinels. City guardsmen are housed within these towers at all hours with guards on the ground inspecting and questioning any suspicious character seeking to enter the city.

Upon entering the gates, visitors first encounter the stables: while mostly housing horses mostly, the stables also keep room for cattle, goats and sheep. For a modest fee, stable hands will feed and watch over these animals while their owners do business elsewhere in the city. In addition, blacksmith shops do good business making and repairing goods such as weapons, wagon parts, and horse shoes. General merchandise vendors also find Gate Side a thriving place for customers as they advertise their wares to restock travelers and wagons. Caravans and wagons may rest within the city walls near the stables under guard watch.

The Ximaxian Militia has one of their main headquarters in Gate Side and are housed within a temple to the fire god Armeros, representing warfare, conflict and justice. The temple itself, known as an Armorwain, is a grand structure made of heavy blocks of white marble with four large columns of steel along the north entrance. The Armorwain has a barracks for the Watch officers, an armory, four guard towers on each corner of the building and its own special stables for the Militia horsemen. The Armorwain functions nowadays as a court of justice trying cases and settling disputes within the outer boroughs of the city. Clerics and paladins in service to Armeros guard the temple day and night and are ready at a moment's notice to quell trouble.



Underside (Outer Borough 3)
The borough known as the "Underside" among Ximaxian residents is aptly named. This section of the city is said to harbor much of the seedy underbelly of the city. The Underside is poor, with mostly run down and dilapidated structures that house beggars, down-on-their-luck commoners and those who wish to keep their presence and business strictly secret. Of course, the Underside is also said to be home to many secretive criminal enterprises such as the Thieves Guild and smuggling operations. The city watch rarely ventures into the Underside unless there is an extreme disturbance, and even then, only go in when the full rays of the Injera can keep the shadows at bay. Nighttime in the Underside is when the rats come out to play.

The Underside does have its uses, despite the nefarious reputation it possesses. Of importance to the city is a shrine of Queprur, "Goddess of the Scythe.” The borough locals call the temple by another name, "The Deader House" or, less respectfully, "The Ratqueen's Hole.” The shrine, located in a slightly more respectful area of the borough, houses a large morgue where the citizens of the city may bring their dead (or dying). Situated almost directly in the center of the borough, the shrine is an imposing structure made of rough, black stone that seems carved of night itself. Pale red windows stained with dust block most sunshine from ever entering the shrine. Inside, the clerics prepare corpses for burial, and inter them behind the borough walls in the massive city cemetery known as the "Cold Ground.” Clerics guard the cemetery at all times lest unsavory dead worshipers rob the graves of their inhabitants. Many whisper that necromancers sometimes haunt the Cold Ground at night, casting spells of sleep upon the guards. This has given rise to rumors of a secret necromancer guild somewhere in the borough, sanctioned by certain mage guilds. Such proof has never been discovered, however, but the rumors never seem to die.

The so-called "Thieves Guild" is also said to call the Underside home. No one has ever discovered proof of the guild's whereabouts or members, but like the necromancer’s hovel, rumours continue to circulate. The borough is a sure place for such underhanded organizations since the city watch rarely patrol the area and most citizens of the borough know to keep their mouths shut about the business of the various shady taverns and brothels. It is said that the notorious Erpheronian outlaw Seejay the Pincher runs a profitable business of smuggling within the Underside. Locals say Seejay will smuggle most anything around the city using the sewers and back alleys as routes to wherever she needs to go. Her trade includes nightshade powder, magic relics, stolen goods and even corpses. Some say she has control over much of the criminal activity of the city, even influencing certain nobles and powerful magi of the academy. The city watch has declared Seejay a wanted criminal to be put to the death if caught, and those who follow her.



Homestead (Outer Borough Four)Homestead (Outer Borough Four)
The borough of Homestead lies south of Middleton and is situated between Underside and Hallowhall. It is here where most of the people who work in the various shops and guilds in Ximax live and play. Unlike Middleton, with its ordered streets and gated community, Homestead has open spaces around the borough’s one- to two-story houses. Like Middleton, these houses are built in the Centoraurian style. On days when Grothar causes the wind to blow from the nearby Wavewand River towards Ximax City, the distinctive stench of Tanners' Bend can become quite overpowering to the citizens of Homestead.

There are two locations of note within Homestead borough that are rather close to Wavewand River. Closer to Hallowhall than Underside, lies a grove of trees comprise a sacred shrine to Arvins, God of the Hunt. The Centoraurian Rhodjah Vandageldah tends to the grove in order to keep it in pristine condition for the worship of Arvins. Tanners' Bend is located in a bend in the river, rather close to Underside and this is where the conversion of animal skins to leather takes place. This is the location of the Ximax Tanners' Guild, and the building in Homestead proper that is closest to Tanners' Bend is Boyzinna Fellowship Hall. This hall serves as a home to boys who are orphaned, abandoned or otherwise unwanted and was built in the aftermath of the infamous explosion of 1480 a.S. The boys who live here are employed by the Tanners Guild to collect human waste products from the citizens of Ximax City which are then used in the leather making process.

The children and youth of Ximax City enjoy playing a range of games in the streets, as well as in the recreational hall and on the recreational field of Homestead. Such games include Breakitdown, Kikkitdown, Goal Ball and Kikkit, and most of the guilds throughout Ximax City have teams of young apprentices that compete against one another in the various games. There are even occasionally sports competitions with the younger mages from the Academy. Finally, Homestead has a small infirmary, but because of the better stocked and resourced infirmary in Middleton, it is only occasionally used. When it is used, it serves the community by caring for those injured in sports played in the recreational field or recreational hall as well as attending to the medical needs of the boys who reside in Boyzinna Fellowship Hall.



Hallowhall (Outer Borough 5)
One of the two boroughs still in use following the infamous explosion in 1480 a.S. (neighbouring Feldstone is the other), Hallowhall is the only outer borough associated with the Academy of Magic to any visible and admitted degree; or, more precisely, with its students. Found along the streets and alleys of its tall, stately buildings are several taverns including the infamous “Wasted Wizard” and “Valgure's Magical Emporium.”

Hallowhall’s buildings are all very square structures. Made of local granite, they do not feature much of the fanciful construction found in newer districts, though some old buildings have been extended or "renovated,” much to the distaste of some older citizens. Notably, the borough’s structures have rather flat roofs, and the buildings themselves grow taller toward the old inner city to the west. Most of the older streets within the district wind and twist around buildings in a maze-like way, except near the borders where the newer construction has forced them straight. This causes the innermost roads to take on a shadowy appearance. Fortunately the darkness is minimized by legions of lanterns hanging from brackets on walls and outside storefronts, which are lit much earlier in the evening than in other areas of the city.

By night, Hallowhall is one of the most luminous and bustling districts: the inns provide weary travelers a cheap place to rest, while the taverns attract many from neighbouring boroughs after the day’s light has grown dim.

Hallowhall also houses a very small temple, located not far from the Wasted Wizard, dedicated to Anilya the Everbright. The small building that houses the Everbright Cult seems rather unassuming from the outside, but upon closer inspection, it is festooned with glittering lanterns and candles both inside and out. The temple itself is built over one of the more extended sections of the old catacombs, and extends underneath the streets in addition to its modest aboveground fixture. Rumors abound about magical monstrosities living in this section of the catacombs but despite several recent searches, the existence of these creatures remains unproven, and they are presumed fictional.

Much of Hallowhall’s population is human, though its inns and taverns easily attract more exotic clientele to the region. Many of the residents of Hallowhall live above their establishments, and the region is closely tied with its neighbour, Feldstone. Any stonework or building done in Hallowhall makes almost exclusive use of masons and architects from Feldstone because these workers are considered to be more familiar with the designs than "outside" help. Workers from Feldstone were the first to help repair damage within Hallowhall after the catastrophic destruction of the city.



Feldstone (Outer Borough 6)
As with its neighbouring borough of Hallowhall, Feldstone is one of the two boroughs still in use following the 1480 a.S. explosion. Other neighbouring boroughs include Ettinsburgh and Tymeside. Home to the architects and masons of Ximax, Feldstone has an eclectic set of buildings that displays the origins of the builders and architects. Nowhere else in Ximax, or indeed Santharia, can you see the building styles of the Kyranians, Avennorians, Centoraurians, Erpheronians, Helcrani and Zirghurim Dwarves side by side. The studios and shops of the architects together with the shops of the masons of Ximax are located in Feldstone.

The Archiects' Guild is also found in this borough, and is an impressive three-story building made of granite and sandstone. Although this guild exclusively deals with the interests of the architects, it has a close working relationship with the Masons' Guild located in nearby Ettinsburgh. Many of the architects who work in this borough go to either Middletown or Homestead, based on where their houses are, although most architect's studios and shops have sleeping quarters attached, in case the architects have to 'light the darkreign candle' and work through the night to complete jobs for clients.

A small, rough tavern has been built in recent times in the centre of Feldstone. This building is highly regarded among the architects and masons for having cold ales, tasty stews and the occasional Fymbal floozy seeking to learn the trade of masonry or architecture from the master artisans among the local trades.




Outside and Under the City: The famed Magical Academy of Ximax, once at the very heart of Ximax city is now a few minutes walk south west of the outer borough of Hollowell. The twelve towers of the best known magical school in Southern Sarvonia is seen for strals as one approaches Ximax from the north, or from the peaks of the nearby rugged ranges of the Zirkumire Mountains. Between Ximax and the Magical Academy are the remnants of old Ximax city, the parts of the city destroyed by the 1480 a.S. explosion. Some of these remnants have become pastures, and in other parts of this area, the buildings have been left to fall into ruin, the various plants that have taken root and are growing over the buildings that once were houses, shops and other facilities are rumoured to hold treasures and secrets that attract adventurers.

Another attraction to those of the adventurous or curious bent are the sewers of Ximax. As with the remnants, these are said to hold treasures and secrets, but they are also said to hold dangers to trap the unwary. Rat Brownies live in the sewers, according to the noted Rat Brownie researcher Gratcha Swath and the sewers are also rumoured to be home to gangs from the outer borough Underside. These sewers run under all the boroughs of Ximax. On the outskirts of the city, close to the borough of Homestead is the cemetery known as the “Cold Ground”. Most of the citizens are buried or cremated here. Finally, the Wavewand River, which flows rather close to Underbelly and Homestead boroughs, is home to Tanners' Bend, where the members of the Tanners' Guild ply their trade.



The Sewers (Rat Tunnels)
Ordinarily, the sewer system under the city of Ximax would not be something worth documenting. Sewers, by nature, are dank--full of horrid odours and dangerously large rats. However, the sewers of Ximax, also affectionately called the Sludge Pits or the Rat Tunnels, hold many secrets unknown to those living above on the surface. Sightings of strange creatures, mysterious ruins and hidden treasures have lured many an adventurer into the city's dark underworld. It is said that parts of the sewers are actually ruins from an ancient under-city that modern Ximax was built atop of. The nature of this supposed under-city has yet to be determined and is disregarded by most sages of ancient lore as mere rumour.

Of the many sightings of creatures that stalk the tunnels, the ones most familiar to most surfacers are the Rat Brownies. Gratcha Swath, a noted Rat Brownie researcher, claimed to have documented over twelve clans of Rat Brownies, all living in various sections and depths of the cesspools. One of the most documented is the Lurks-in-Bone clan, a relatively friendly and oft-sighted group. Rumor has it that the Lurks-in-Bone clan have a sort of trade relationship with some of the beggars and homeless children of the Underside borough. According to Gratcha, the Rat Brownies take offerings of scraps and food in exchange for lost coins and trinkets that they find in the depths of the drainage outlets.

The sewers also have a nefarious reputation among the citizens as being a convenient hideout for criminal gangs and smugglers. The sewers run underneath every city borough and the tunnels often function as means of travel for those who wish to avoid attention, or more specifically, the city watch. In addition, many a story has been told of dark, shadowy creatures who dwell there. Ghosts of those unfortunate victims dumped in the sewers, zombies, Mystrans and slimers all are said to live in the deep recesses and broken tunnels. To keep the sewers safe guarded against curious trespassers, the city watch locks all sewer entrances and posts warning signs not to venture within.



Tanner's Bend
On days when Grothar makes a good strong wind to blow from the bend in the nearby Wavewand River towards the city of Ximax, the stench of Tanners' Bend is smelled by all in the city, particularly those of Underside and Homestead. Tanners' Bend is home to the workshops and storage facilities of the raw hides, tanning agents such as urine and dung, hides in various stages of readiness and finished leather products waiting for distribution to those who would use the leather in their own products. Additionally, the tanners have a Tanners' Guild in the area that look after their interests as well as the 'Boyzinna Fellowship Hall' which houses the downtrodden, forgotten, orphaned and abandoned boys of Ximax city and the surrounding area who gather the dung and urine of the citizens of Ximax, a useful product used in the creation of the leather.

The process followed by the tanners of Tanners' Bend is rather standard for those elsewhere in Caelereth, but is repeated here. Firstly, the raw hides are brought to Tanners' Bend, the hides may or may not be already removed from the dead animals, usually kyrattin cattle, wolves, wargs, draught horses or Centoraurian horses, that are to be used in this process. The hides are removed from the dead animals if necessary and then any fur or hair still attached to the hide is removed by the tanner. The tanners achieve this covering the hides with urine gathered by the boys of the Boyzinna Fellowship from the citizens of Ximax. After the hairs are removed from the hide, the tanners pound dung into the hide and kneed it with their hands and feet, gradually loosening the hide and turning it into leather. It is the combination of dung and urine used in the process of making leather from rotting animal hides that gives Tanners' Bend and the people who work there their distinctive fragrance. After the leather is manufactured, it is sold by the tanners to makers of weapons, armour, clothes, jewelry and equipment around Ximax city. Any leftover leather is dropped into vats of water and left to deteriorate over a number of months. Following this time, the mixture is heated to create glue.



Cemeteries
With the exception of the old Shrine of Queprur in the borough of Middleton, where the town‘s famous persons are resting in elaborate sarcophagi in a vast crypt under the shrine, all citizens of Ximax are buried or cremated at the large graveyard called “Cold Ground”, which is situated in the southeast,  outside of the town, near the outer borders of the borough of Underside. A broad road leads from the temple of Queprur in Underside to the main entrance gate of the cemetery, stretching further on till the far end, where the crematory is located, dividing the burial ground this way in two halves.   

The cemetery has walls, about two peds high, around its entire area to protect the graves against unwanted intruders, be it wild animals or thieves. Inside are more walls, higher, better built and often decorated. They divide the cemetery in several areas, so that each class has its enclosed place, where is ensured, that the wealthy of any race can rest in piece, undisturbed by the frequent visits of the lower classes.

When entering the cemetery through the main entrance gate, the view is immediately drawn to the centre, where tall dark slender fir trees are flanking the two areas on each side of the road. Here the rich and famous have found their last resting place. Here can be found family tombs, little house-like buildings out of polished granite and marble with pillars, statues and arches.  It is possible to enter these little houses, often some stairs lead to a lowered ground inside. There one can see, one above the other and side by side, panels with the name of the deceased, behind them the corpse preserved for a long time. Outside each tomb is framed with a small, decorative fence out of blackened iron, a low wall or a neatly cut hedge. Around the monument flowers and small shrubs are arranged as in a tiny garden.  Once, when the graveyard was opened and the first of these monuments were built, some of the citizens of Ximax called it Bones‘ Residency. This name stuck, and many refer to this area as the Residency.  

Closer to the town, right between the wall bordering the borough and the one enclosing the area of the rich, called necropolis, the middle class lays their relatives to rest . There, each coffins has a little space in simple, rectangular buildings, which are build around a small yard. Those who have not enough money to buy the space for a grave are cremated, but might have a plaque with their name on the outer wall of the graveyard.



Remnants of Old Ximax
What is now called “Old Remnants“ or just “Remnants“ was once the outer city of Ximax during the time when the magical academy was still in the centre of the town. Now there are two main areas: the Southern Pastures and the Western Orchards.

From the Southeast to the Southwest, where the poorer people had lived before the destruction, are wide pastures, with a scattering of shrubs and an occasional tree or copse. These pastures provide Ximax with milk and meat from the livestock who call it home.

The North, West, and East of the ‘Remnants‘ were where the richer people had had their houses, build of stone and other good materials. In these locations, often just the roofs and the upper stories were damaged, while the lower stores and the cellars stayed more or less intact. Not knowing what caused the explosion and fearing a magical taint, no areas except Hallowhall and Feldstone were rebuild. So vines and creepers of all sorts conquered the ruins including wild ivy, climbing roses, the false heart vine and the night shimmer.

For a longtime the place was considered haunted and dangerous. The false heart vine was said to draw its colour out of the dead from the explosion. Worse is the night shimmer vine with its strange qualities, the milky white radiance of its flowers with their shivering dance and the addictive fragrance, as these have caused death to those who were unwary of the vine. However, there are other plants, too, such as vine wines, especially the sweetsip.  Nowadays, the ruins are still covered with climbers in every shade of green, with pink, red and white dots where the roses grow, but in-between, the area has been cleared and fruit trees, tomatoes and other vegetables are grown in a sheltered environment, ripen much earlier than elsewhere and last longer.



Ximax Academy
The Magical Academy is the foremost school of magic in Santharia, as well as one of the best known parts of the city.  Indeed, when one thinks of Ximax, the Academy is often one of the first things to come to mind.  This is not without reason, for the Academy is an important part of the city, and its magi often played important roles in the city's history.  The typical citizen will be quick to point out, however, that despite this close relationship, they do have their own distinct identity, and do not appreciate being grouped together with the magi, whatever their personal feelings towards them might be.  

Originally, the Academy was located at the center of the city, protected by the fortress-like buildings of the old Inner City.  This changed following the 1480 a.s. incident, which saw most of the old Inner City destroyed or damaged beyond repair and lead to the city being rebuilt a safe distance from the Academy.  Now, the Academy is no longer located within the city proper, but instead a few minutes' walk southwest of Hallowhall borough - close enough to be easily accessible should one need to do so, but far enough for the rest of the city to avoid being damaged any potential magical accidents again.  




Places of Interest: [General Description]

  • The Wasted Wizard, located twixt Shard Street and Xazure Lane in Hallowhall, was purportedly built on the original campsite of the founders of the city, a claim several rival establishments dispute quite hotly. The Academy has given no credence to any of these rumors reporting instead that the old records are “painfully inaccurate and fragmented." Regardless, all agree that the Wasted Wizard is the oldest tavern still standing in Ximax, a fact which residents from other boroughs do their best to ignore. Established c. 150 a.S. the tavern has survived several dozen incidents of accidental property damage, at least one attempted arson and the usual wear and tear associated with a tavern, in addition to any “strangeness” attached to its arcane patronage.
  • Valgure's Magical Emporium is an old, established store located in Hallowhall, catering to the magi of academy. The store is quite large, equal in size to a small manor as the store is built both above and underground. While not the most meticulously organized store, Valgure's is well known for it's ability to have almost any relatively common supplies in stock, bet it clothing, parchment or vellum, books, staves or reagents. The proprietors are also willing to procure less common items for the right price. Valgure's has been established long enough that the Academy has done a brisk if minimal trade with them since 1400 b.S.
  • Jethro's Northerly Noshes, a small, hole-in-the-wall eatery can be found in the borough of Hollyale.  What makes this place special is not the food, nor the location, or even the owner and cook.  No, what makes Jethro's famous is the history behind the place.  The original Jethro (as over the years, there have been several "Jethros") was a man from the far north; a Remusian it was later learned.  How he had made his way to Ximax, or why, is long forgotten.  But, Jethro had built himself a fine reputation for creating fine exotic food.  It soon became the place to eat for the elite magi of the time.  What no one at the time knew, but were soon to find out, was that Jethro, like most Remusians, had a deep seated hatred of magi and magic.

    It started innocently enough, a few magi became ill.  Then more became ill, and the degree of the affliction was to become much worse.  When deaths began to occur, an investigation was started.  It did not take long to discover that all those who were succumbing to this mysterious illness were all regular customers of Jethro's establishment.  After a quick interrogation of the Remusian, who not only did not deny the charges but was rather proud of what he had done, even disappointed that he had not succeeded in killing more magi, he was imprisoned.  This imprisonment only lasted for a few weeks, however, when his body was discovered in his cell, a look of absolute terror frozen on his features.

    The mystery of his death, and the notoriety of the crimes to begin with, made Jethro's eatery a place of fascination.  Many people came just to see the place where these murders happened.  So, rather than shut it down, an enterprising Ximaxian kept the place open and resumed selling meals.

    Over the years, the menu has changed.  No longer is exotic Remusian and northern food served, though some of the names of dishes still hearken back to that time in the eatery's history.  Wicked Wison Stew (which contains no wison meat) is still a local favourite, as is Remusian Roasted Taenish and a Snowy Salad (a green leaf salad with a generous topping of white cheese grated on top).
  • Boyzinna Fellowship Hall. On the outskirts of the Ximax borough of Homestead, almost where Homestead meets Underside, is a large building, allowed to become somewhat derelict, called Boyzinna Fellowship Hall. This is the building in the city of Ximax proper that is closest to Tanners' Bend, and its history is closely tied to the tanning that takes place in that location. Believed to be established by a coven of White Nehtorians (Dalorins) in the aftermath of the 1480 a.S. explosion, Boyzinna Fellowship Hall takes in those boys of Ximax and its surrounding territories who have been orphaned, abandoned or otherwise left to fend for themselves. The people, mainly men, who run this building see to it that the boys who reside there are fed, sheltered, clothed and cared for. While the building and the boys were originally managed and looked after by the Dalorins, they later gave the building and the care for the boys to a consortium of tanners, who formed what is today called the Tanners' Guild.

    Initially, the boys were allowed to live there and help run and maintain the building; however, after a while things changed for the residents. When Tanners' Bend started operations, the boys began to be worked hard day in, day out, from the time in Injera's rays are seen at Firstflame until  at last they vanish at Lastflame, collecting the waste products of the citizens of Ximax and the Ximax academy. This sewerage is then brought back to the hall where it is separated into solid and liquid waste and in time used for fertilizer and tanning agents. As a result of the trade of tanning in the nearby Tanners' Bend, not to mention the work undertaken by the boys who reside in Boyzinna Fellowship Hall, the hall and the boys themselves have a distinctive stench about them, similar to that of Tanners' Bend, and most citizens of, and citizens to, Ximax give the building a wide girth.
  • Grove of Arvins. Within the borough of Homestead, close to the bank of the Wavewand River is a Grove of Arvins. This small copse of eu’r-oak trees, a good 30 or so peds from the recreational fields of Homestead, is tended by a Centoraurian outdoorsman named Rhodjah Vandageldah who has been caring for the Arwood and offering up worship to the Lord of the Hunt for at least thirty-five years now. In recent times, the grove's caretaker has taken on an assistant to help him care for the trees, a young Kyranian boy named Garopan Talisik. Garopan was found in Homestead and he wandered into the Grove and hasn't left. Rhodjah took it as a sign as Arvin giving him an assistant, and accepted it with great pleasure, as it meant the boy could assist him with tasks around the grove. Together, the Centoraurian and Kyranian make the Grove their home and are on hand to create a pleasing tribute to Arvin and a welcoming environment to those who would seek to pay their respects to the Listening Lord. While some suggest that Rhodjah is a druid, he refuses to accept that title, instead insisting that he is merely a man who loves the outdoors and wants to give back to the Lord of the Hunt.


Location:
The Magical City rests atop the Ximaxian Plateau, a wide stretch of flat land surrounded by the Zirkumire mountain ranges on the Xaramon Peninsula (also known as the peninsula of Cha'dómm). The Wavewand River flows past the southeastern part of the city before joining up with other rivers further in the north and turning east towards the Bay of the Sky.  It is the capital of the Santharian province of Xaramon. From afar, the city stands tall, only party shaded by the tower of Ximax Academy just southwest of where it lies.
« Last Edit: 07 November 2011, 02:38:03 by Rayne (Alýr) » Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Rayne (Alýr)
Dreamress
Santh. Member
***

Gained Aura: 117
Offline Offline

Gender: Female
Posts: 4.466



View Profile
« Reply #1 on: 06 September 2011, 03:26:33 »

People:
The people of the City of Ximax are known for being a friendly, if not slightly eccentric, group. They take pride in being so close to the famous Magical Academy, which houses some of the most powerful magi in all of Caelereth, and yet they do not consider themselves a town of magi. They have an identity connected to but not identical with the Academy: both sprung from similar roots (Ximan and the Ximax Orb), but since the formation of the city, the citizens have forged a independent identity all their own.

The Academy and the people of Ximax have a love-hate relationship. While the people of Ximax share roots and take pride in the Academy, the institution has also caused trouble enough to give the people of Ximax plenty of reason to complain about it and its occupants. In 1480 a.s., an explosion from Ximax disintegrated most of the old city, leaving the citizens without shelter. The magi of Ximax helped to rebuild the city at a distance from the Academy, but some resentment still remains. It should be noted that, while this explosion was the most destructive, it was not the first accident originating from the Academy. In fact, even today, most citizens of Ximax avoid the boroughs frequented my magi.

With so much magic in and around Ximax, the city is a place where just about anything can happen, a quality of which most citizens are extremely proud. While many cities and peoples suspect magic and magical arts, the people of Ximax more or less embrace it, and such approval seems to somehow make the city all the more magical and exotic.

Races:
Humans: Like most large cities in Santharia, Ximax is primarily human (about 70% of the total population). Many of these humans are Centoraurians who gave up their nomadic ways for the city life, but the city also harbours a healthy population of Erpheronians--mostly merchants and traders who came to Ximax on business and decided to stay.

Orcs: While the humans may make up the majority of Ximax’s population, the Volkek-Oshra have dwelled in the city longer than any other race. To this day, they make up about 15% of the population, but this percentage may be skewed as they are difficult to count because of their living habits. Volkek-Oshra live primarily underground in the catacombs that underlie the city and the Academy, and in the boroughs frequented by magi. There they find greater acceptance by the local magicians who respect them for their knowledge and skill. There is also some rumours that the Volkek-Oshra run the Necromancer’s Guild that allegedly exists within the city, though no one has affirmed its existence.

Dwarves: Among the founder of Ximax City and the Magical Academy is Ungur Firehands. The Zirghurim Dwarves are said to be his descendants, and though they were the primary builders of the city during its original construction, many had returned to the Zurkmire Mountains surrounding the city in the years following its completion. When the City began reconstruction in 1480 a.S., after the explosion that wiped out most of the old city, many Zirghurim Dwarves were employed along with Ximax magi, and many of these builders remained, becoming denizens of the city. These dwarves, which may make up as much as 10% of Ximax’s population, reside primarily in the northern boroughs.

Little People: Hobbits, Brownies, and Gnomes also occupy the city, though at a very small minority. Many of the smaller citizens, particularly the hobbits, are actually of mixed blood, usually part human. Hobbits are more commonly seen around the inns and taverns, where they work running establishments famous for hospitality and good cooking. Though most of the Browniin residents are rat brownies, there are a few Brownies who live and work in the banker’s boroughs, being experts in accounting and numbers. Gnomes, particularly Dalan gnomes, occupy parts of the northern inner boroughs, and parts of the magic boroughs, commonly working as watch-makers and potion masters. All together, these small citizens are estimated to make up 4 or 5% of the city’s population.

Elves: Elves make up a very small minority of the city’s population, and in fact any resident you might find is no doubt somehow connected to the Ximax Academy. Elves are generally viewed as suspect by most of the citizens of Ximax, and while the city may not be inhospitable to members of this race, the general tendencies of elves keep them from blending in or socializing well with many other occupants of the city. Elves, on average, make up less than 1% of the city’s population.


Guilds:
Ximax City is home to a plethora of guilds. Below is a list of those within the city:

Mason's Guild: One of the oldest guilds in the city, the Mason’s guild was founded by the Zirghurim Dwarves who constructed the original city, and has always been run, more or less, by these dwarves. Like most guilds, their old building was destroyed in the 1480 accident, and the building in Ettinsburgh is relatively new. This guild includes masons and textile producers. While the guild functions autonomously, it has a very intimate connection with the Architect’s Guild.

Architect's Guild: One of the newer Guilds, the Architect’s guild was founded sometime before the 1480 incident, but has only only been around for a few hundred years. It was created by both dwarven and human architects who noticed differing architectural styles working their way into newer constructions in the city. Following 1480, the guild grew in numbers as many individuals employed for the city’s reconstruction, including a large amount of Zirghurim Dwarves, joined. The Architect’s Guild lies in Feldstone, where most of the city’s architects have their shops and studios. While the guild includes architects exclusively, it works closely with the Mason's Guild.

Jeweler's Guild: A rather small and less active guild, the Jeweler’s Guild operates out of a small building in Aferburgh. While the guild has a fair number of members, it remains fairly unused. Because the population of jewelers works closely with and often overlaps the population of watch-makers and clock-workers, the larger Artificer’s Guild tends to be more active than either the Jeweler’s Guild or the Clock-Worker’s Guild.

Clock-Worker's Guild: Smaller than even the Jeweler’s Guild, the Clock-worker’s guild is relatively inactive. It includes all those who make time-pieces, including clocks and watches, and has traditionally been run by a small, recluse gnomish family. The guild is relative new, created in the early 1400s well after the Artificer’s Guild, which probably affected its flagging popularity. Located in Tymeside, it suffers from many of the same problems as the Jeweler’s Guild and members are often more active in the larger Artificer’s Guild.

Artificer's Guild: The Artificer’s Guild, located in Aferburgh, includes members of both the Clock-worker's Guild and Jeweler's Guild, and tends to be more active than either of these smaller guilds. Until the 1200s b.S., the Jeweler’s Guild was more prominent, but as more and more individuals took up making watches and clocks, a group from the Jeweler’s Guild created an off-shoot that could include the new trade. The Clock-maker’s Guild came later, and never really found its niche. The Artificer’s Guild has grown quickly, and today is one of the largest and most active guilds in the city.

Librarian's Guild: The Ximax chapter of the Librarian’s Guild, one of Santharia’s oldest guilds, has a rather grand building in Dukesbury, and houses a number of historical texts. The guild has existed in the city for many centuries and remains one of the most respected. While the guild’s building is surrounded by governmental buildings and banks, many of its members live at the nearby Academy in the Library Tower, or else in the many bookshops in the southwest boroughs frequented by magi.

Banker's Guild: Located near the Librarian’s Guild in Dukesbury, the Banker’s Guild remains a respected but extremely secretive guild, sharing information on investments and interests. While the guild deals primarily with banking, it includes accountants and number-crunchers, as well. Though respected, the guild does not have as old a history as, say, the Librarians Guild. The guild itself was formed in Ximax from the root guild in New-Santhala around 1350 a.S.

Innkeepers Guild: One of the most expansive guilds, the Innkeeper’s Guild has a cozy building in Hollyale. Although active, the guild is not necessarily taken seriously. Most guild meetings involve gossip among the many convivial members of the guild, who share tea and delicious baked goods. The guild is fairly old, originally started in 1285 a.S. by a half-hobbit innkeeper and his wife.

Dancer's Guild: An off-shoot of a Bardavos Guild, the Dancer’s Guild has a small building connected to a theatre in Middleton. Despite the name, the guild accepts all performers, including actors and musicians, who occupy the city, primarily because the population of dancers is extremely small. Because of how informal and small the guild is, and because its building contains a theatre stage and music hall, no one is quite sure when the guild came to Ximax.

Merchant's Guild: Supposedly containing most shopkeepers, innkeepers, and bankers, the Merchant Guild seems impossibly huge. However, because of its size, it is also utterly dysfunctional. The guild had been fairly active when the city was still small, but as Ximax grew, it became too big to manage, and has since fallen apart. The guild does have a building in Aferburgh, but it is often rented out for gatherings and receptions, and is otherwise rarely used.


Necromancer's Guild: Ximax City is said to host a Necromancer’s Guild, though no one has been able to confirm its existence. The many rumours of this dark, underground guild place it operating from a number of different boroughs, from the old Hollowhall borough, to the sordid Underside, to beneath the city in the serpentine tunnels of the catacombs. It is said that, should a guild of necromancers exist, it must certainly be connected to the True Vision Cult.

Thief's Guild: It is rumoured the Ximax harbours a Thief's Guild. Many of the inns, taverns, and brothels in Underside are said to act as fronts to the guild, which  has supposedly operated in the city almost from its beginning. The guild is said to be underground, secretive, and very selective of its members, ensuring that it remains safe from those who seek to extirpate the organization.

Tanners' Guild: Located in Tanners' Bend, outside of Ximax City proper, the Tanners' Guild looks after the interests of those who are involved in the tanning and curing of dead animal hides for a living. Established in the 1550's a.S., the tanners guild quickly took advantage of the nearby relatively cheap labour of boys in Boyzinna Fellowship Hall. The guild quickly took over ownership of this Hall, which was originally managed by the Dorians who founded it. The Tanners' Guild in Ximax was originally an offshoot from the Tanners' Guilds in the cities of Horth, Caelum and Naios in Xaramon province, but has in time developed its own identity and practices.



Coat of Arms/Sign: The CoA of Ximax has experienced multiple revision since its founding; however, before the explosion of 1480 a.S., Ximax's coat of arms reflected the city as it was with the presence of the Acadmey in its heart. This Coat of Arms consists of two concentric circles. The outer was split into white, black, red, blue, indigo, and green, representing the six chief forces of the cár'áll (the four elements, xeuá and ecuá). The center was transparent, with a twelve-pointed star laid over it.

The Ximaxian Coat of Arms was changed in the decades that followed the explosion of 1480 a.S. to reflect the changes in the city. Today, the coat of arms is divided into quadrants by a silver cross. The upper right and lower left quadrants are yellow, while the opposite are a dark green. The upper right quadrant contains a sickle with a black handle in upper right quadrant. Opposite, in the upper left, is a xaxure twelve pointed star. In the lower right quadrant, lies the oremark of the Zirghurim dwarves. In the lower left quadrant, is a black X before a flame, the coat of arms of the Volkek-Oshra. At the intersection of the cross is the symbol of the linked hands.

The split marks the separation between the city and academy of Ximax, while acknowledging that they share not only a common territory, but a common history. The sickle represents the Magic Sickle, while the black handle remembers the lives lost in the explosion (Queprur's Sickle). The star marks the Magical Academy, while the Volkek and Zirghurim symbols acknowledge the significant work by those tribes in and around the city. The yellow and green hail as the colors of Centorauria and Kyrania, the kingdoms that have influenced the growth and development of Xaramon province. The symbol of Linked Hands marks it as a capital.




Climate:
The City of Ximax rests atop the Ximaxian plateau and, despite being on something of a peninsula, is surrounded on all sides by the Zirkumire mountain ranges.  While coastal cities generally experience humidity and rains from the ocean, the unique landscape around the city prevents frequent rainfall and humidity. Most of the air’s moisture falls as rain before storm clouds can pass over the surrounding mountain ranges. However, the surround waters do allow Ximax a rather temperature climate.

The city is generally cool, due to a higher elevation, though rarely experiences freezing temperatures, which may only come once every couple years. Because of the low rainfall, the land is relatively dry, though the area is rich is aquifers just below the surface. These aquifers, along with the Wavewand River that flows by the city, provide water to the citizens of Ximax and to the livestock grazing just beyond its borders. Much of the flora on the plateau are hardy grasses and trees able to sustain themselves on very little rainfall, which may come only 5 or 6 times per year.




Resources:
Of all the resources of the City of Ximax, the most notable is magic. The magi residing in and near the city supply a great deal of magical items, particularly potions and enchantment. Enchanting necklaces, rings, armor, etc. sell for a high profit, and the high population of magical alchemists provides potions for aches, depression, and even love. The city is also filled with merchants who import good from around Santharia and sell them to foreign emissaries for a higher price.

In addition, the area around Ximax provides the city with valuable resources. The mountains surrounding the city provide a plentiful abundance of gray-white granite. Because of its appealing color, the granite is prized as a building material for many castles and buildings throughout Caelereth. However, the city itself displays the richest abundance of the material: many of the most notable buildings in the city are constructed from it; even the renown Ximax Academy itself is built primarily from the gray-white granite.

While enchantments and granite serve as lucrative resources for Ximax City, in the end, its most valuable resource is the population of skilled artisans within the city. The City holds a great number of famous and skilled architects, many who served as apprentices to those who helped rebuild the city after it moved northeast of Ximax Academy after the accident in 1480 a.S. While these skilled architects are a relatively new addition to the city, the population of masons has has been strongly represented for hundreds of years, and the Mason's guild is a well-known fixture of the Ximax community.

Partially connected to the magic resources are the great number of metal-workers, particularly jewelers and watchmakers. While the area around the city has only sparse amounts of natural precious metals, many materials are shipped in raw form to the city and become valuable pieces under the skilled and practiced hands of these artisans. While few of these artisans practice magic themselves, the rings, necklaces, earrings, watches, and other pieces made from Ximax artisans are said to have a magic quality to them.

Because of minimal rainfall, the area around Ximax is not conducive to substantial crop growth, and most of Ximax’s food is important from the Diamond Lake area. The Wavewand river running southeast of the city as well as wells tapping the underground aquifers provide water to the citizen, but these source don’t supply enough water for crops. Only the most hardy grasses can grow around the city itself, and much of this area is used for livestock. Cows and goats and even some horses graze in the areas surrounding the city.




Myth/Lore:
Ximax Orb (Before/After its forming)


Myth of the Alsgammon Abomination

In the many centuries before Ximan Xuran's discovery of the Orb of Ximax, many believed that the Cha'domm Peninsula housed some dangerous supernatural force. The peninsula was frequently associated with all manner of unusual phenomena, most of which were harmless and involved things such as unexplained lights and noises. However, some were considerably more deleterious. One example is the incident of the so-called Alsgammon Abomination.

In 2533 b.S., the people in and around the town of Alsgammon, at the northern end of the Bay of the Sky, discovered some of their livestock had gone missing. Peculiar as this was, the situation soon turned stranger when, not long after, people started disappearing as well. Searches soon turned up partially-eaten bodies, and the townspeople began to fear some demonic creature had emerged from the peninsula to hunt them.  When one search party came across the culprit, still feasting on a recent kill, these fears were confirmed. Though the creature was somehow driven off in the ensuing chaos, the disappearances continued.

The beast, which gained the appellation 'Alsgammon Abomination, was described as vaguely resembling a dog, though of much greater size, being longer than a man is tall and standing over a ped in height.  It is described as being entirely hairless, its grey skin being tough and scaly like that of a lizard or snake.

The terrified peasants sought help from their lord, and from the clergy, and soon a great hunt was organized.  The Abomination was finally cornered a week later. After a deadly battle in which three hunters were killed and many more injured, the Abomination was finally brought to death.

There was much celebrating. The lord took the body back to his castle and from the skin of the beast made himself a grand cloak which he displayed in his throne room.  However, several days later, two men disappeared on the way to a neighbouring village. Other reports of disappearances quickly followed, and it was feared that they were being haunted by the vengeful spirit of the Abomination.  The lord was forced to relinquish the cloak, but despite all attempts, could not destroy it. The cloak was placed in a iron box upon which clerics performed rites to keep the spirit contained.  The box was tossed into the waters of the bay, and only then did the Abomination's rampage end.




History:


The Age of Myths

ca 3000 b.S.    Forming of the Orb of Ximax
According to legend, the Orb of Ximax is formed by a slight gap in the fabric of Caelereth, and the resulting field of immense magical power saturates the entire Xaramon Peninsula. The power of orb multiplies the effect of any magic spell cast in the region, and many wizard drawn to the Peninsula by the radiation of magical power are subsequently destroyed by simple spells gone awry. It is assumed during this time that many wizards may have found the Orb, but not lived to tell the tale, as any spell cast near the unshielded Orb is amplified ten-thousandfold.


2026 b.S.    Shielding of the Orb of Ximax
The last and most famous of the deaths by the Orb of Ximax occurs. A massive flash of light seen as far away as Caelum illuminates the entire peninsula; this is the beginning of the Ximaxian tale of the Founding of the the great magical city. It is said it is this blast that attracts the great wizard Ximan Xuran to the site of the magical orb.

Ximan Xuran, along with his Circle of Magic, dedicate themselves to the protection of the Orb. As part of this task, he commits to the creation of a shield that will diminish the effects of the orb. The occasionally exaggerate threat of danger posed by the orb allows Ximan to convince local leaders and wealthy patrons to invest in the project.

It is believed, too, that as word spread that Ximan and his Circle had settled, young mages began to travel to Xaramon Peninsula to take part in the cause and to learn magic from the great wizards. As young mages trickle in, and his Circle realized a desire to construct a school, to house not only those mages that journeyed to the Peninsula of their own free will, but those with latent magical proclivities that could be fostered into true magical skill, training them to protect the Orb and maintain the shields that keep its effects contained.

Over the next several years, many of the Circle, including Ximan himself, journeyed into the territories of regional tribal leaders, most of them of pre-Centoraurian tribes, as the Kyranians proved distrustful of magic. The wizards collected money in exchange for the promise of protection, both from any young rogue mages just coming into their powers that might cause chaos or destruction in a leader's territory and from regional rivals looking to increase their claims. In addition, because the wizards sought to construct a place of learning, they received donations from rich patrons eager to give to what they deemed to be noble pursuits.
 

2017 b.S.    The Orcish Society of Enlightenment moves to Ximax
The Orcish Society of Enlightenment moves to the future site of Ximax on invitation of Ximan Xuran. They are hired to help construct the sheild dome, and begin to build what would eventually become the City of Ximax. It is a rocky start, as many who  had experiences with orcs or orcish species did not think of those times fondly and constantly worried about what might happen. However, the orcs are well liked for the muscle and magic they helped to lend in the city's building.


2015 b.S. to 2009 b.S.    Construction of the Twelve Towers
The Circle of Magic, the Orcish Society of Enlightenment,  a small clan of dwarven Kavoninn Yabarrah ("Travelling Bachelors"), and a number of hired hands work on constructing the twelve towers, six inner towers and six outer towers, that would eventually become the Magical Academy. As the school forms, so do the rudiments of a settlement. As workmen move, they transport their family, the members of whom practice their trade and open shops while her husband, son, brother, etc. work to construct the Academy.

As the school grows, leaders and patrons come to visit to see what their money has built. To accommodate these travelers, some local entrepreneurs start up hotels and restaurants. As more students come to the school, reagent and wand shops spring up to cater to their needs. While the Academy's twelve towers only require four years to construct, the Inner City around it forms over a much longer span of time.


2012 b.S.    Official Birth of the Volkek-Oshra
The orcs of the Society of Enlightenment give themselves the name Volkek-Oshra and move into the catacombs beneath the Academy, which they secretly constructed while building the school. These catacombs grow in depth and breadth, pullulating beneath the forming city. Many of the other Ximaxians are very relieved to see the orcs out of site, though many have become more accustomed to living with the orcs. Some are suspicious about these secret catacombs, but most suspicions are dismissed after nothing sinister comes out of them.


2004 b.S.    Finishing of the Ximax Underground Arena
The Volkek-Oshra finish the carving out and construction of the great underground arena which they use for entertainment. At first they fight animals, perform short plays, and some not-so-short plays. They also have contests to see who can create the most amazing and crowd-pleasing spells; though after an incident where several watchers are seriously wounded and the caster killed, this is ended.


ca. 1890 b.S.    King Carbug the Great
(Son: Agum)
Carbug the Great is the Founder of Centorauria. He descends from an Iceland family that over the Centuries came south. He rises to power to a proto-Centoraurian tribe and manages to unite them to a confederation of tribes under his rule. He builds his capital, that bears his name in the center of the Aurora Fields, from where the name "Centorauria" derives.

Because the Magical Academy of Ximax held contracts of protection with many of the tribal leaders, both the school and the city that has formed around it, now known as the City of Ximax, is naturally assumed to be part of Carbug's confederation. However, the city experiences very little change, and continues to run as it always has.



The Age of Awakening

1650 b.S.    Ximax Provides Aid After the Dragonstorm
Because of its location, the Academy and City avoid the damage suffered by the northern villages when dragons from the Tandalas rain destruction down on the inhabitants. When the Dragonstorm begins, Ximax is called to protect the northern cities from the great beasts. However, the wizards of Ximax cannot travel quickly enough, and much of the north Centoraurian villages are destroyed. The mages help to rebuild the villages, but can do little else.

Ximax bares the year of darkness that follows, and many of the residents of Ximax die of starvation.; however, its ample magical resources help to mitigate the problems somewhat, leading to fewer deaths than might otherwise have been the case.  Some mages are also sent abroad to provide what help they could, winning the city much goodwill in the process.



Age of Blood

777 b.S. to 773 b.S.    The Siege of Ximax
SWI comes to Ximax. From their hold in the Shivering Wood, the dark elves lay siege to the peninsula of Cha'dómm, which is mainly inhabited by human mages and therefore one of the most important magical resources for the human armies. They are aided by the betrayal of the Archmage of Ecuá, Moh'nul, who tprovides powerful Ximaxian staffs to the sieging forces.

The siege lasts four years as the peninsula is surrounded by the massive Zirkumire Mountains and can only be reached from the continent through an easily-guarded passage, protected by the human army of mages residing at the peninsula near Ximax.


773 b.S.    The Fall of Ximax
Dark elves battle against human battlemages and warriors from Ximax at the passage between the Xaramon Peninsula and the continent. Because of its narrowness, the passage serves as a bottleneck for all attackers, and a prime position for the Ximaxians to defend their city. For four years the dark elves make little progress, both due to the battlemages and warriors blocking their way and because of the Wavewand River, which floods during the rainy season, blocking off access to the peninsula through the flatland.

The dark elves, seeing the futility of their strategy, devise a cunning plan. They carefully climb their way through the treacherous Hoa Rusun mountains to the north, traveling unnoticed around the unsuspecting Ximaxian army. By this method, they successfully circumvent the human guards and, once on the Peninsula, use dark and destructive magics to flood the Wavewand River, cutting off the Ximaxian army's road back to the city. From here, the dark elves lay waste to Ximax, setting aflame the city's buildings and killing a great many of the inhabitants, thereby debilitating the magical resources of the human armies.

The dark elves leave Ximax charred and broken, and after they leave, most of the denizens follow, abandoning what is left of their home. Only the Volkek-Oshra, whose catacomb-abodes were left untouched, stay behind.


773 b.S. to 621 b.S.    Decay of Ximax
Ximax, abandoned by all but the Volkek-Oshra, becomes derelict and decayed. The Orb of Ximax slowly begins to break free of most of its magical bonds, posing renewed threat to the peninsula.


621 b.S.    Reopening of the Magical Academy
The human mage Xarl Bluestride, his student Khaelvan I., the Volkek-Oshra elder Narmatuk, and the Zirghurim dwarves officially reopen the Magical Academy after a century of ruin. Together they rebuild the school, and the six Archmagi send out letters to various authorities of Caelum, Naios and Milkengrad requesting donations and asking for their assistance in sending magically-inclined youngsters to Ximax.

In the fall, the First Class of the Ximaxian Institute of Magic, numbering fifty-seven, arrives at the renovated Academy, and Xarl delivers the speech at their initiation.

Ximax returns to life; with the arrival of new students, current and new denizens of Ximax open shops and grow the city.


620 b.S. to 572 b.S.  The Republic of Ximax
Having been largely ignored by the rest of Centorauria for the previous century and a half, the people of the Cha'domm Peninsula no longer feel much allegiance towards the kingdom.  A strong preference for independence and a total neutrality towards wars also develops, due to the desire to not risk a repeat of the Fall of 773 b.S. Thus, the newly-rebuilt Ximax declares itself and its traditional territory of Cha'domm to be an independent republic.   Centorauria objects, but is unable to do much as rival claimants to the throne begin a civil war. Sticking to its policy of neutrality, Ximax refuses to participate despite pressure from the warring factions.

Ravaged by war, Centorauria falls apart 4 years later, and Ximax's independence is no longer challenged.  Ximax thrives during this period of chaos, due to its carefully managed diplomatic relations.


611 b.S.    Ximax Reputation Grows
Kaluron Hunolmettoth ("Booksdaughter"), a dwarven Earth mage from Ximax, intervenes in a clash between forces of Centoraurian and Caltherians that have come to buy horses. She sets up a treaty making Horth a free city where any may come to purchase horses.

Apart from establishing Horth as a free trading city, this incident grows the reputation of Ximax as a fair and wise among some and arrogant and meddling among others. Soon, however, kings, dukes, and other high-ranking royals begin requesting Ximax ambassadors to serve as counselors and advisors in their courts.


572 b.S.    Ximax Annexed to Centorauria
Centorauria is in the process of being reunifying itself, by force if necessary, and still remembers its claims on Ximaxian lands.  Knowing that it cannot win against the full might of the Centoraurian armies, Ximax decides to negotiate.  Centorauria, in turn, is eager to avoid the heavy casualties that would no doubt be incurred if it were to take Ximax by force.  Thus, Ximax once again becomes part of Centorauria, though retaining a considerable amount of freedoms and privileges. As part of this deal, Ximax is not required to participate in times of war, therefore maintaining its neutrality, though Centorauria may post troops within its walls.


550 b.S.    Second Sarvonian War begins
Centauroria, against the wishes of Ximax, becomes involved in the Second Sarvonian War. While the kingdom wages war, the Magical Academy remains more or less neutral, and continues to protest against involvement. As taxes increase to pay for the war, increased protests cause tensions to rise between many of the residents and the Centoraurian troops stationed in the city.


509 b.S.    Independence of Ximax
Tensions grow between Ximax and the Kingdom of Centorauria as taxes increase to pay for the war. After a deadly skirmish within the City of Ximax, the Ximaxian authorities demand independence from Centorauria. In order to continue participating in the Second Sarvonian War, and to avoid another civil war, the Centoraurian Anactar Ascandir accepts and Ximax City officially becomes independent once more. Thar's involvement in the peaceful resolution is considered crucial.

All Centoraurian troops are removed from Ximax, and the city becomes nuetral once more


482 b.S.    Ximax part of Tharania
With the promise of a kingdom promoting peace and stability, Ximax accepts Thar's invitation to join the newly-formed Tharania kingdom. Ximax, on its part, offers to help with the restoration, and soon mages are sent to all parts of the new kingdom to help cities and villages rebuild. In doing so, Ximax bolsters its reputation as a wise if not somewhat meddlesome influence. Regardless, Ximax continues to be regarded as the foremost in knowledge and magical learning


225 b.S. to 218 b.S.    The Lengthening of the Shadow
According to the prophecies of the Oracle of Cartoral the Night of the Turning Shadow draws near. Many additional signs hint on the coming manifestation of Coór: twoheaded animals are bred, thousands of ravens cross the skies moving north and occasional rains of acid and blood destroy the harvest. Ximaxian historians note that there were more of the foul omens of the Mélor'Terquán in the Magic City than any other specific place.

People start to fear Mélor'terquán as is written in the books of the elders and begin to prepare for the battles to come against the minions of the Shadow.


217 b.S.    Explosion of Magical Power from the Orb of Ximax
Ximax abandons neutrality and is forced to battle for its very existence, as five of the Archmagi die of magical exhaustion battling the sudden explosion of magical power from the Orb of Ximax. The last, Quagoth Tunta, is thought dead, but is later found after the battle of Osthemangar.



The Age of Change

10 b.S.    First Kasumarii student at Ximax
The Academy of Ximax receives its first Kasumarii student, a Darkpriest by the name of Turya Firebane. Despite an incident with some of her classmates (a Volkek-Oshra; the hatred of orcs ran deep in Turya) she proves an avid student.


56    Kar-ii Turya Archmage of the Black Tower
The Kasumarii Turya ascends to the position of Archmage of the Ecua Tower, Kasumarii establish further relations with Ximax. Kasumarii are also now known to most Sarvonian magi as knowledge spreads.


93    Susilgerim Dwarves examine Keralkorim Writings in Ximax
The Susilgerim dwarves send a group of the most highly magically-gifted among them to Ximax to see if they can gain the knowledge necessary to understand the magical Keralkorim writings. The greatest among this group is Kograv Mountainshaker. The dwarven party brings with them copies of the Keralkorim writings.



The Golden Age of Kings

172 to 547    Expansion of Learning
Throughout this age, Ximax grows in knowledge and magical power. As the need for offensive war spells decreases, the school branches out into other forms of learning, and soon begins teaching astronomy, botany, and even the philosophies behind other magical systems. As Ximax's reputation and influence spread, its Academy begins sending ambassadors to large cities in the kingdom, not only to warm relations and provide counsel, but also to find and test children that may be gifted in magic to send to the Academy.


488    The Troll War
Following the defeat of the orcish army in the Troll War, Ximaxian mages are called in and spend half a year to collapse 80 strals of tunnels to prevent any further attacks. This event further bolsters the positive reputation of both Ximax as its resident mages.



Time of Interregnum and the Clerical Age

547 to 825    Ximax Splinters Off from the Kingdom
As the kingdom weakens and fractures, Ximax becomes a de facto indepedent city-state.



Era of Southern Wars

856    Summer of Fire
An oppressive heat settles over the whole of the disk, including upon Santharia. While the north experiences major melting and flooding, the south, including Ximax, suffer a wave of heat. Crops shrivel in the beating sun, and rivers turn dry. For the first time in known history, the Wavewand River running near the City of Ximax turns dry, and the denizens of the city suffer dehydration. Not even the mages of Ximax can ward off the heat.

The Volkek-Oshra, in a gesture of kindness, open their catacombs beneath Ximax for citizens to escape the heat during the hottest hours.


888    Thairans take Parda
Parda is taken by the Thairans, which eventually brings the North into the southern wars. However, Ximax staunchly refuses to engage in the battle, and remain neutral during the wars. This neutrality allows the city to weather the storm and emerge as one of the stronger cities in Santharia.


Age of Rebuilding

1116    Creation of the True Vision Cult
After being contacted by the High Demon Shavak, human demonologist Kellan spreads the word to other demonologists, and they all gather in the mountains around Ximax. There, under Shavak's instruction, they construct a temple to him. Each of the 82 demonologists is sorted into a caste, Kellan becomes the first Tchovka, and the True Vision Cult is born. The dark influences of the cult affect Ximax to this day.



Age of Havoc (1440-1540)

1441    The Tyrant Dekron Lashes Back
War breaks loose between the Royalists and Helcrah. The Centoraurians and Helcrah revolt against the Tyrant Dekron and his Erpheronian supporters. Vardynn is turned into a battlefield, and Nermeran is annexed by the Royalists. Cruelties against the people of Enthronia ensure that the Caltherians remain loyal to the central authority. Stratania is invaded by the royalist, who conquer Varcopas and Strata.

Ximax declares neutrality in the progressing conflict.


1456    Keepers of the Heir
While war rages across Santharia, the heir of the Santhros line is brought to Ximax for protection.


1476    Grothunc's father is born in Ximax
Hidden within the Inner City, Grothunc's father is born in Ximax as the next heir to the Santhros line.


1477    War between the Royalists and Helcrah over Xaramon
As the Royalists attempt to retake Xaramon from the Centoraurians, they are met by troops from Helcrah. North Vardynn (Nermeran) interfers on the side of the Royalists, and the Royalist prevail. After defeating Helcrah, the Royalists declare war on Ximax and sweep into the Cha'domm peninsula.


1480   Explosion at Ximax Magic Academy.
In the early hours of the 14th of the Month of the Turning Star, the Magical Academy of Ximax experienced enormous explosion. While the Academy itself was mysteriously unharmed in the blast, most of the city, which girded the academy, was utterly destroyed, and 10% of its citizenry killed.

The exact cause and culprit were never determined, but because the deadly blast undoubtedly came from the Academy, the Ximaxian mages contritely admitted responsibility and offered their services toward rebuilding the city. The citizens of Ximax accepted this offer, and the reconstruction effort began. For the safety of the new city, it was moved to the northwest of where it had originally sprouted up, far enough away from the Academy to allow the citizens some peace of mind.

With the help of the mages, the denizens of Ximax Academy take approximately 20 years to complete the construction of the New City of Ximax.


1480 Ximax Surrenders to Royalists
Helcrah (South Vardynn) cede Naios and Caelum to the Royalists after losing the war, and the Royalists then launch an attack on Ximax. Ximax, suffering from a powerful explosion that destroyed a great deal of the city, decide to surrender to the Royalist army and is annexed into the Santharian Kingdom. Grothunc's grandfather loses his Ximaxian wife, and he and his eldest son flee to Varcopas and hides in the desert.


1480 to 1520   Emergence of Guild Halls, Boyzinna Hall, and the Temple of Jeyriall
During the construction of the new City of Ximax, while the able-bodied residents worked to reconstruct their homes and businesses, the elderly and the young resided in large, quickly-constructed communal halls. When neighborhoods were destroyed and the old city partitions blasted away, the denizens of Ximax rallied around their guilds; therefore, these halls were often erected around peoples of like-trade, such as jewelers, masons, and bankers. While the adults worked to rebuild their broken city, elders taught the children secrets of their associated trade, and the halls became, not only places of temporary sanctuary, but also places of learning. As the new city formed, just northeast of where it had original been, these communal halls became the guild halls now sprinkled throughout the city.

Following the explosion, a great many children were left without kin to care for them. For the purpose of providing food and shelter for these displaced orphans, or those who claimed to be so, religious sects constructed make-shift orphanages. The Nehtorians built Boyzinna Fellowship Hall on what is now the outskirts of Underside and Homestead in order to provide for the orphan boys. The orphan girls, meanwhile, were taken in by the priestesses of Jeyriall where now lies the goddess's temple in the borough of Hollyale.


1481   Construction of the Foundations of Boyzinna Fellowship Hall
The Dalorins complete a basic structure on the current land, and bring their young charges to live within the new building.


1482 to 1500      Boyzinna Fellowship hall built
The Dalorins, their residents, and their patrons gradually build up he Boyzinna Fellowship Hall over the years following the explosion, enabling them to provide more assistance to their resident orphan boys.

Legend has it that it was towards the end of its construction the Hall and the Fellowship came into the official name of "Boyzinna Fellowship". Members of the Dalorins reportedly overheard , a young resident of the Hall, proclaim, "We are boys in a fellowship and this is our Hall ... the place we can call home." The supposed transcriber of this proclaimation was a white Nehtorian named Martynel Utha, who encouraged his fellow Dalorins to take care of the boys. Martynel Utha was at best semi-literate and as a result wrote the name of the fellowship and hall in the way it is spelt to this day.


1530   Tanners settle in what is now Tanners' Bend
The nearby bend in Wavewand River became the residence and place of business for Tanners from the city. The bend earned the name "Tanners' Bend" in Ximax city records in honor of its residents.


1507   Grothunc's father returns to Ximax
Having established control over Ximax, many of the Royalist troops exit the city. With the decreased troops, Grothunc's father senses enough security to return to Ximax with his family.


1509   Grothunc starts magic studies
Although under Santharian rule, the Magical Academy remains the heart of quiet dissent in the region, and Grothunc's father considers it the safest place for his son, Grothunc. Grothunc begins his studies at the Academy, who helps protect him by keeping his identity secret.


1522-1527   Grothunc Graduates and Travels
Grothunc becomes 4th level mage and graduates his studies at the Academy, and begins travelling through the Santharian Kingsom. During his travels a good nobleman recognizes the birthmark and sees it as sign of the Gods.


The Time of Reunion 1540 - Today)

1550 a.S.   Establishment of Tanners' Guild.
The increase of the Ximaxian tanning trade sparked the establishment of an official Tanners’ Guild in Ximax. An offshoot of similar Tanners' Guilds in in Horth, Caelum and Naios in Xaramon Province, the small upstart guild initially struggled for influence with other guilds in the city. However, in time the Ximaxian Tanners' Guild became a fully fledge independent guild. As the guild grew in power and prominence, its members began discussions with the Dalorins about Boyzinna Fellowship Hall and the untapped workforce contained therein.


1554 a.S.   Dalorins gives management of Boyzina Fellowship Hall to Tanners' Guild
The management of the Boyzinna Fellowship Hall officially changed from the Dalorins to the Tanners’ Guild and the Tanners begin to train the boys in collecting human waste for use in the tanning process.


1560 a.S.   Recreational facilities established
Part of the top floor of the Boyzinna Fellowship Hall is converted into a recreational area for the boys in the hall.


1574 a.S.   Floods cause Tanner's Bend to be abandoned temporarily
Higher than usual rain fall and subsequent floods forced Tanners to temporarily abandon Tanners’ Bend, and all of the Master Tanners join the boys in the Boyzinna Fellowship Hall for two weeks.
« Last Edit: 07 November 2011, 02:52:00 by Rayne (Alýr) » Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Rayne (Alýr)
Dreamress
Santh. Member
***

Gained Aura: 117
Offline Offline

Gender: Female
Posts: 4.466



View Profile
« Reply #2 on: 06 September 2011, 03:43:23 »

As a little elf, pressing back her gray hood, stepped back upon the place that was her native land, she could not help but sigh and smile. With every step back, she felt the pressure of things to be done, of projects unfinished and promises yet unfulfilled. She felt the nostalgia for days gone by, and the sorrow for lost companions. And yet she could not deny the tender mirth of being home, even if only for a while.


All right. The post here is the most up-to-date, though please let me know if I’ve left anything out. I would also like to thank Deklitch for doing so much to get this entry completed in my absence. Wonderful job, Dek!

While this entry is very near to completion, there is still work to be done, and still opportunity to help out! I am hoping Bard Judith may still be available to write up the Market Square, and hope she might be able to contribute to the Myth/Lore section, but if I don’t hear from her soon, someone else may need to take up these sections.

Q7: Myth/Lore need to be created. I’m eager for any ideas. I expect this may be a collaborative section, as there are many people here who have excellent imaginations!

Q8: The history of Ximax as it currently reads on the entry is incorrect. Is someone willing to do a little footwork in this regard?

Q12: Mina and Judith both created very helpful maps of Ximax. Is there an artist among us who might be able to pull together a map of Ximax?

Please let me know if anyone has any lingering concerns in regards to the entry. I want to make sure the final product is something we are all happy with!
Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Valan Nonesuch
Santh. Member
***

Gained Aura: 113
Offline Offline

Gender: Male
Posts: 1.510


Like a pudding bag full of knives


View Profile
« Reply #3 on: 07 September 2011, 03:23:56 »

I could help throw together that map.
Logged

Beyond the horizon where the earth and the heavens meet
lies a certain point where they are not joined together and where, by stooping,
one might pass under the roof of the heavens.
Mina
Santh. Member
***

Gained Aura: 63
Offline Offline

Posts: 2.834



View Profile
« Reply #4 on: 07 September 2011, 04:45:01 »

I have a few ideas regarding history, but actually writing them down is harder than I expected.  I'll try to post something soon.   buck
Logged

Deklitch Hardin
Santh. Member
***

Gained Aura: 103
Offline Offline

Gender: Male
Posts: 1.762


Elf friend


View Profile
« Reply #5 on: 07 September 2011, 04:54:36 »

Because of the way I've written the Homestead Burough, Tanners' Bend and Boyzinna Fellowship Hall sections here and my entry on Boyzinna Fellowship Hall as a seperate entry, not to mention the under construction entry on the Boyzinna Fellowship, I would greatly appreciate the location of Tanners' Bend be moved on the map from outside the intersection between Gateside and Underside to outside the intersection between Underside and Homestead.

I've described Tanners' Bend as being near Homestead/Underside and Boyzinna Fellowship Hall has been described as being the building closest to Tanners' Bend (and is part of Homestead Borough).

So if that change could be made in preparation of the final map, it would be greatly appreciated :)

Dek
Logged

"And pray that there's intelligent life somewhere out in space, because there's none at all down here on Earth." - Monty Python's The Meaning of Life
Deklitch Hardin
Santh. Member
***

Gained Aura: 103
Offline Offline

Gender: Male
Posts: 1.762


Elf friend


View Profile
« Reply #6 on: 07 September 2011, 05:07:38 »

History ...

I've hinted at this in my Boyzinna Fellowship Hall ... when I did the history section there.

I suggested there that after the most recent explosion in the city, during the rebuilding efforts, that people were worried about the safety of their children, and were distracted from rebuilding efforts. As a result, families would have their children staying in different areas of the city where they'd be safe. Families that only had boys, sent their sons to the area that is today known as Boyzinna Fellowship Hall, where at the time the White Nehetorians had a rude building. Those families who only had daughter sent them to what is essentially today the Temple of Jeyrial in Hollyale, and families with both sons and daughters sent theirs to a number of different sites around the city (which in time would become guilds).

After the rebuilding efforts, some of the children elected to stay there, or maybe some of the parents decided to leave their children in the locations, and this is what led to the (re-)establishment of the Guilds of Ximax, as these children were trained in the arts of the guilds in the area.

Also in that entry, I mentioned a flood that forced the closing down of Tanners' Bend (the Brisbane floods of January 2011 influenced me there) ... and there were possibly other things as well. Hopefully some of that fits in here.

Dek
Logged

"And pray that there's intelligent life somewhere out in space, because there's none at all down here on Earth." - Monty Python's The Meaning of Life
Rayne (Alýr)
Dreamress
Santh. Member
***

Gained Aura: 117
Offline Offline

Gender: Female
Posts: 4.466



View Profile
« Reply #7 on: 07 September 2011, 12:16:15 »

Ah, it's great to have the help!

@Valan: Thank you so much for offering to put a map together. Would it be much trouble to integrate Deklitch's details concerning the location of Tanner's Bend and Boyzinna Fellowship Hall? I'm eager to see what you come up with!

@Mina: I'm eager to hear your thoughts! Don't feel pressured to deliver your ideas in any sort of finalized format--we can always help your organize them here!

@Deklitch: Great idea! My suggested change would be that we keep Boyzinna Hall and Jeyriell's temple for orphans--after all, there are likely to be quite a few after the explosion. Also, it is likely that, once houses are constructed, parents would reclaim their children (I can't imagine many parents abandoning their children after all's said and done). However, with the copious number of orphan children produced through the explosion, there would certainly be justifiable cause to maintain the orphanages well-past the reconstruction of the city.

I love the idea of "communal" homes being turned into guild halls! That's a brilliant idea! How does this sound:
Quote
During the construction of the new City of Ximax, while the able-bodied residents worked to reconstruct their homes and businesses, the elderly and the young resided in large, quickly-constructed communal halls. When neighborhoods were destroyed and the old city partitions blasted away, the denizens of Ximax rallied around their guilds; therefore, these halls were often erected around peoples of like-trade, such as jewelers, masons, and bankers. While the adults worked to rebuild their broken city, elders taught the children secrets of their associated trade, and the halls became, not only places of temporary sanctuary, but also places of learning. As the new city formed, just northeast of where it had original been, these communal halls became the guild halls now sprinkled throughout the city.
Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Deklitch Hardin
Santh. Member
***

Gained Aura: 103
Offline Offline

Gender: Male
Posts: 1.762


Elf friend


View Profile
« Reply #8 on: 07 September 2011, 12:20:07 »

I read somewhere that there were limited deaths caused by the latest explosion ... I can't remember where exactly. I think I was also thinking that some of the children may have decided that they wanted to stay where they were, and not return to their parents after the explosion.

Your paragraph there reads well to me :)

Following is the history I wrote for Boyzinna Fellowship Hall. If changes are needed in places, I'm happy to make them. I also feel there could well be some better ways of expressing the ideas contained in the actual entry, Rayne. Would you be free/inclined to go through it for me and giving it a once over in order to clear up expressions/spelling mistakes and also to make sure the history fits in with what we come up with for Ximax City. The events in 1480 a.S., 1530 a.S., 1550 a.S., 1574 a.S. and 1620 a.S. might be of most interest to the Ximax City.

History
1480 a.S.   Explosion at Ximax Magic Academy.
Most recent infamous explosion at the Ximax Magic Academy. This results in the destruction of much of the old city of Ximax. The citizens of Ximax decide to rebuild away from Ximax Magic Academy, and the Magi are only too happy to offer their services in the rebuilding efforts. Even though there is limited loss of life, most of the buildings are destroyed, including residential houses. The citizens decide that it is most expedient to house the children together, but the sexes seperate to one another, so that the adolescent boys and girls don't do what comes naturally away from the supervision of their parents. The boys are mostly housed in what will become Boyzinna Fellowship Hall. Many orphaned girls are being looked after by a group of midwifes in an area that will in time be built in the Temple of Jayell within the Hollyale borough. In families where there are boys and girls as siblings, they are housed in areas together around the future city in what will become the Guild Halls of Ximax.

1481 a.S.   Basic structure built. It will in time become Boyzinna Fellowship Hall.
A basic structure is built on the current land, and the Dorians bring their young charges into the building.

1482 a.S. – 1500 a.S.      Boyzinna Fellowship hall built.
The Boyzinna Fellowship Hall is gradually built over this time, and enables the Dorians to provide more assistance to the boys. Legend has it that it was towards the end of this time that the Hall and the Fellowship was named “Boyzinna Fellowship”. Members of the Dorians are reported to have overheard boys talking about it and one of the boy’s said, “We are boys in a fellowship and this is our Hall ... the place we can call home”. Boys help in the construction of the Hall. It is stated that the person who recorded the the words of Martynel Utha, the White Nehetorian,who encouraged his fellow Dorians to take care of the boys, was at best semi-literate and as a result wrote the name of the fellowship and hall in the way it is spelt to this day.

1530 a.S.   Tanners start using Tanners' Bend.
The nearby bend in Wavewand River starts being used by Tanners from the city. Bend referred to as "Tanners' Bend" in Ximax city records.

1550 a.S.   Establishment of Tanners' Guild.
An official Tanners’ Guild was established in Ximax. In the initial years it was very small and not as influential as other guilds in the city. An offshoot of similar guilds in Horth, Caelum and Naios in Xaramon Province initially, in time it became a fully fledge independent guild. They began discussions with the Dorians about Boyzinna Fellowship Hall and the untapped workforce contained therein.

1554 a.S.   Dorian gives management of Boyzina Fellowship Hall to Tanners' Guild.
The management of the Boyzinna Fellowship Hall officially changed from the Dorians to the Tanners’ Guild and the Tanners’ begin to train the boys in collecting human waste for use in the tanning process.

1560 a.S.   Recreational facilities established.
Part of the top floor of the Boyzinna Fellowship Hall is converted into a recreational area for the boys in the hall.

1574 a.S.   Floods cause Tanner's Bend to be abandoned temporarily.
Higher than usual rain fall and subsequent floods forces Tanners’ Bend to be abandoned temporarily and all of the Master Tanners join the boys in the Boyzinna Fellowship Hall for two weeks.

1607 a.S.   Vote held amongst boys about whether or not to allow girls into their fellowship.
A vote is held amongst the boys about whether girls should also be allowed into Boyzinna Fellowship Hall. Almost 100% of the younger boys decide NO! The older boys almost entirely say YES!  As the Boyzinna Fellowship contains a greater number of younger boys than older boys, the NO vote wins the day, and girls do not join the Boyzinna Fellowship.

1620 a.S.   Fire threatens Boyzinna Hall with destruction, believed to be deliberately lit.
Fire threatens the Boyzinna Hall, and it is only through the assistance of water magi that the hall is saved and no loss of life occurs. The fire was believed to be deliberately lit, but no one knows by whom.

1647 a.S.   Current Chef joins Boyzinna Fellowship Hall
Jaemeyo Livyre, a halfling chef of great renown joins Boyzinna Fellowship Hall as their chef.
« Last Edit: 07 September 2011, 12:28:48 by Deklitch Hardin » Logged

"And pray that there's intelligent life somewhere out in space, because there's none at all down here on Earth." - Monty Python's The Meaning of Life
Rayne (Alýr)
Dreamress
Santh. Member
***

Gained Aura: 117
Offline Offline

Gender: Female
Posts: 4.466



View Profile
« Reply #9 on: 07 September 2011, 12:41:19 »

Dek, you are most certainly correct. Originally, in fact, I wanted there to be no deaths at all from the explosion, but Talia believed this wholly unrealistic, and so for her, I went on a bloody rampage and murdered 10% of the population in the explosion. Oh, the things I do for love! (That decision was made in this post)

I suppose the problem with children not wanting to return may in fact arise from their ability. I would imagine in some cases that a young child may purport to being an orphan, though his parents were living, because the home situation was not a good one. Though these cases might be rare, we can probably allude to such in the wording:
Quote
Following the explosion, a great many children were left without kin to care for them. For the purpose of providing food and shelter for these displaced orphans, or those who claimed to be so, religious sects constructed make-shift orphanages. The Nehtorians built Boyzinna Fellowship Hall on what is now the outskirts of Underside and Homestead in order to provide for the orphan boys. The orphan girls, meanwhile, were taken in by the priestesses of Jeyriall where now lies the goddess's temple in the borough of Hollyale.


EDIT: I will gladly go through the history, though you will have to give me tomorrow--I hope this is all right. I look forward to reading it!
« Last Edit: 07 September 2011, 12:56:14 by Rayne (Alýr) » Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Deklitch Hardin
Santh. Member
***

Gained Aura: 103
Offline Offline

Gender: Male
Posts: 1.762


Elf friend


View Profile
« Reply #10 on: 07 September 2011, 12:51:50 »

aha!

Well ... that was my original thinking for the Boyzinna Fellowship hall as well ... that people were killed, but when I saw that about the limited deaths, it grew into the other idea ... but the thing about the 10% deaths fits in nicely as well ... you see ... I couldn't see it being very realistic the thing about the parents not wanting their kids back either.

But there being additional orphans (and by orphan, I mean someone who has lost their parents, and not often ... frequently) [sorry, bad Brisbane Junior Theatre Pirates of Penzance joke there] makes it a lot more realistic for it to have continued.
Logged

"And pray that there's intelligent life somewhere out in space, because there's none at all down here on Earth." - Monty Python's The Meaning of Life
Rayne (Alýr)
Dreamress
Santh. Member
***

Gained Aura: 117
Offline Offline

Gender: Female
Posts: 4.466



View Profile
« Reply #11 on: 08 September 2011, 03:50:29 »

Dek: I have gone through the history provided and made some insertions and changes, including some splitting. I have unfortunately not tracked my editing, due in part to a desire toward celerity, but perhaps you might read through the edited version and let me know if this reads as you wish it to.

I notice your Boyzinna entry is already accepted and up on the site. Did you still want me to go through it? Or how should you like me to proceed?


History


1480 a.S.   Explosion at Ximax Magic Academy.
In the early hours of the 14th of the Month of the Turning Star, the Magical Academy of Ximax experienced enormous explosion. While the Academy itself was mysteriously unharmed in the blast, most of the city, which girded the academy, was utterly destroyed, and 10% of its citizenry killed.

The exact cause and culprit were never determined, but because the deadly blast undoubtedly came from the Academy, the Ximaxian mages contritely admitted responsibility and offered their services toward rebuilding the city. The citizens of Ximax accepted this offer, and the reconstruction effort began. For the safety of the new city, it was moved to the northwest of where it had originally sprouted up, far enough away from the Academy to allow the citizens some peace of mind.

With the help of the mages, the denizens of Ximax Academy take little more than 40 years to complete the construction of the New City of Ximax.


1480-1520 a.S.   Emergence of Guild Halls, Boyzinna Hall, and the Temple of Jeyriall
During the construction of the new City of Ximax, while the able-bodied residents worked to reconstruct their homes and businesses, the elderly and the young resided in large, quickly-constructed communal halls. When neighborhoods were destroyed and the old city partitions blasted away, the denizens of Ximax rallied around their guilds; therefore, these halls were often erected around peoples of like-trade, such as jewelers, masons, and bankers. While the adults worked to rebuild their broken city, elders taught the children secrets of their associated trade, and the halls became, not only places of temporary sanctuary, but also places of learning. As the new city formed, just northeast of where it had original been, these communal halls became the guild halls now sprinkled throughout the city.

Following the explosion, a great many children were left without kin to care for them. For the purpose of providing food and shelter for these displaced orphans, or those who claimed to be so, religious sects constructed make-shift orphanages. The Nehtorians built Boyzinna Fellowship Hall on what is now the outskirts of Underside and Homestead in order to provide for the orphan boys. The orphan girls, meanwhile, were taken in by the priestesses of Jeyriall where now lies the goddess's temple in the borough of Hollyale.


1481 a.S.   Construction of the Foundations of Boyzinna Fellowship Hall
The Dorians complete a basic structure on the current land, and bring their young charges to live within the new building.


1482 a.S.–1500 a.S.      Boyzinna Fellowship hall built.
The Dorians, their residents, and their patrons gradually build up he Boyzinna Fellowship Hall over the years following the explosion, enabling them to provide more assistance to their resident orphan boys.

Legend has it that it was towards the end of its construction the Hall and the Fellowship came into the official name of "Boyzinna Fellowship". Members of the Dorians reportedly overheard , a young resident of the Hall, proclaim, "We are boys in a fellowship and this is our Hall ... the place we can call home." The supposed transcriber of this proclaimation was a white Nehtorian named Martynel Utha, who encouraged his fellow Dorians to take care of the boys. Martynel Utha was at best semi-literate and as a result wrote the name of the fellowship and hall in the way it is spelt to this day.


1530 a.S.   Tanners settle in what is now Tanners' Bend
The nearby bend in Wavewand River became the residence and place of business for Tanners from the city. The bend earned the name "Tanners' Bend" in Ximax city records in honor of its residents.


1550 a.S.   Establishment of Tanners' Guild.
The increase of the Ximaxian tanning trade sparked the establishment of an official Tanners’ Guild in Ximax. An offshoot of similar Tanners' Guilds in in Horth, Caelum and Naios in Xaramon Province, the small upstart guild initially struggled for influence with other guilds in the city. However, in time the Ximaxian Tanners' Guild became a fully fledge independent guild. As the guild grew in power and prominence, its members began discussions with the Dorians about Boyzinna Fellowship Hall and the untapped workforce contained therein.


1554 a.S.   Dorian gives management of Boyzina Fellowship Hall to Tanners' Guild.
The management of the Boyzinna Fellowship Hall officially changed from the Dorians to the Tanners’ Guild and the Tanners begin to train the boys in collecting human waste for use in the tanning process.


1560 a.S.   Recreational facilities established.
Part of the top floor of the Boyzinna Fellowship Hall is converted into a recreational area for the boys in the hall.


1574 a.S.   Floods cause Tanner's Bend to be abandoned temporarily.
Higher than usual rain fall and subsequent floods forced Tanners to temporarily abandon Tanners’ Bend, and all of the Master Tanners join the boys in the Boyzinna Fellowship Hall for two weeks.


1607 a.S.   Vote held amongst boys about whether or not to allow girls into their fellowship.
A vote is held amongst the boys about whether girls should also be allowed into Boyzinna Fellowship Hall. Almost 100% of the younger boys decide NO! The older boys almost entirely say YES!  As the Boyzinna Fellowship contains a greater number of younger boys than older boys, the NO vote wins the day, and girls do not join the Boyzinna Fellowship.


1620 a.S.   Fire threatens Boyzinna Hall with destruction, supposedly deliberately lit.
Fire threatens the Boyzinna Hall, and it is only through the assistance of water magi that the hall is saved and no lives are lost. Officials believe the The fire was deliberately lit, but no one knows by whom.


1647 a.S.   Current Chef joins Boyzinna Fellowship Hall
Jaemeyo Livyre, a halfling chef of great renown, joins Boyzinna Fellowship Hall as the resident chef.
Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Deklitch Hardin
Santh. Member
***

Gained Aura: 103
Offline Offline

Gender: Male
Posts: 1.762


Elf friend


View Profile
« Reply #12 on: 08 September 2011, 05:05:51 »

I suspect that some of it could be clearer, and another pair of eyes over the entry couldn't hurt ... I've previously updated a couple of my other entries, so I'll follow the same process with this one as with the other ones.

I don't want to take your time away from any other projects you have, Rayne.

Dek
Logged

"And pray that there's intelligent life somewhere out in space, because there's none at all down here on Earth." - Monty Python's The Meaning of Life
Mina
Santh. Member
***

Gained Aura: 63
Offline Offline

Posts: 2.834



View Profile
« Reply #13 on: 08 September 2011, 19:02:45 »

It seems I didn't do enough research.   buck  I thought that Ximax was part of Centorauria from the beginning (ie. Ximan claimed the land for Centorauria or something like that), but it turns out that Ximax was founded about a century before Centorauria was.  The current entries don't seem to mention how Ximax came to join Centorauria.  Does anyone have any suggestions? 

My ideas for the early parts of Ximaxian history go roughly like this:

Before the Orb was discovered, the peninsula was uninhabited (except maybe by the Zirghurim in the outer mountains), and associated with all sorts of mysterious supernatural stuff, sort of like the Bermuda Triangle, I guess. 

In 2017 b.S., Ximan and his team are investigating something and discover the Orb, which couldn't be moved or destroyed for whatever reason, so they construct magical wards to suppress it. 

To maintain the wards and guard the Orb, they decide to settle there permanently.  At some point, they get the idea to start a magic school to ensure that someone would be around to inherit the task when they were gone.  They'd probably also realise that they would need a nearby town to provide goods and services for the school, which, since they're in the middle of nowhere, would mean starting a new town too. 

At this point, they would need settlers, and I originally thought that they would do this by getting annexed to Centorauria in exchange for a charter that lets them set up their school and town and recruit setters from the kingdom's citizens.  And being part of a recognised kingdom probably helps with security too.  This would probably also be when the Volkek-oshra and some of the Zirghurim joined.  Unfortunately, it seems there is no Centorauria yet at this time, and I'm not sure how suitable Kyrania is, since many Ximaxian humans are supposed to be Centoraurians, and Ximax did become part of Centorauria. 

That would more or less have been the Founding period of Ximax, without the details.  Over the years, Ximax would slowly grow, and smaller settlements start to appear throughout the Ximaxian Plateau too. 

If there are no objections, I also hope to incorporate what I suggested here, regarding the catacombs becoming overcrowded and the Volkek-oshra spreading out into other parts of the peninsula.  This would probably happen about a century or so after the initial settling of Ximax, depending on how fast the Volkek-oshra population grows. 

I have not given as much thought to the rest of Ximax's history, but I've been thinking that perhaps there would be a few wars between Centorauria and Kyrania over the control of the peninsula (after the Orb was suppressed, probably). 

Edit: I also think that the Volkek-oshra should probably have abandoned Ximax just like everyone else did after its sacking in 773 b.S. instead of remaining there as the entry currently has it.  I'm not sure they could have survived there alone.

Edit 2: The part about Ximax surviving the Dragonstorm probably needs changing too, since Ximax is rather far from Vardynn, which was the main affected area.  Instead, maybe we could put in something about how it got through the Year of Darkness that followed.  Maybe magical lighting and spells that enabled crops to grow without sunlight?  Perhaps magi were sent to other countries to offer their help too. 
« Last Edit: 08 September 2011, 23:28:23 by Mina » Logged

Rayne (Alýr)
Dreamress
Santh. Member
***

Gained Aura: 117
Offline Offline

Gender: Female
Posts: 4.466



View Profile
« Reply #14 on: 09 September 2011, 13:26:29 »

Mina, forgive me that I'm not able to give you the reply you deserve. It was a bit of a late night. I hope to have more time to address/draft your ideas tomorrow.


The Founding

I'm not sure if Ximan would necessarily need to go out to find settlers. Rather, I assume that, upon the idea of the school, Ximan would maybe go out and hire farmers, gardeners, and perhaps some tailors. The school itself may have originally been imagined as being rather small. Perhaps Ximan and his team journeyed out, not to collect settlers, but rather to collect funds.

We consider that today there are born children with special, occasionally destructive gifts, I assume that the Santharia of yore would be no different. Perhaps Ximan made deals with regional leaders, agreeing to not only collect and train these gifted children, but also pledging contracts to protect their territories in case of attack by one of their rivals, or perhaps merely from marauders, bandits, ruffians--or in the case of some regions, from trolls and ogres. In return, these leaders contributed to the school. I assume that, being a school, too, there might be wealthy patrons willing to contribute some wealth.

I assume that simply in the building of the school, some families would move to what is now Ximax. Workmen would move, bringing their seamstress wife who might start a shop while her husband worked toward the completion of the Academy. As the school grows, leaders and patrons come to visit to see what their money has built. To accommodate such travelers, some local entrepreneurs start up hotels and restaurants. As more students come to the school, reagent and wand shops spring up to cater to their needs.

As is the case for many towns, Ximax grows in degrees. Regional leaders are naturally subsumed by others, not by force by by economics or marriage. Rough territories become kingdoms, and in some cases the contracts and exchange of wealth connecting them to Ximax Academt vanish slowly. As these kingdoms build their armies and the Academy, its wealth, they no longer require one another.

By the time Centorauria emerges and annexes Ximax, the school has become more or less a-political. Because of the Academy that lies at the heart of the city wields massive potential power, Centorauria does not threaten it with high taxes or strict laws, but allows it to more-or-less run itself as it always has.


I know this is not the only discussion point you brought up, but I unfortunately will have to address the other points tomorrow. For reference, I am listing them here:

  • Catacombs of the Volkek-Oshra
  • Wars between Centorauria and Kyrania
  • Volkek-Oshra and the Sacking of Ximax in 773 b.S.
  • Ximax and the Dragonstorm

I invite others to join the discussion!
Logged

"There is much misjudgment in the world. Now, I knew you for a unicorn when I first saw you, and I know that I am your friend. Yet you take me for a clown, or a clod, or a betrayer, and so I must be if you see me so. The magic on you is only magic and will vanish as soon as you are free, but the enchantment of error that you put on me I must wear forever in your eyes. We are not always what we seem..." -Schmendrick the Magician, The Last Unicorn
Pages: [1] 2 3 ... 9
Print
Jump to:  

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

[21 June 2018, 14:28:00]

[31 May 2017, 06:35:55]

[06 May 2017, 05:27:04]

[03 April 2017, 01:15:03]

[26 March 2017, 12:48:25]

[15 March 2017, 02:23:07]

[15 March 2017, 02:20:28]

[15 March 2017, 02:17:52]

[14 March 2017, 20:23:43]

[06 February 2017, 04:53:35]

[31 January 2017, 08:45:52]

[15 December 2016, 15:50:49]

[26 November 2016, 23:16:38]

[27 October 2016, 07:42:01]

[27 September 2016, 18:51:05]

[11 September 2016, 23:17:33]

[11 September 2016, 23:15:27]

[11 September 2016, 22:58:56]

[03 September 2016, 22:22:23]
Members
Total Members: 1093
Latest: sh4l0nda12
Stats
Total Posts: 144684
Total Topics: 11053
Online Today: 69
Online Ever: 580
(07 December 2019, 09:39:18)
Users Online
Users: 0
Guests: 39
Total: 39

Last 10 Shouts:
24 October 2019, 13:31:22
Hi and happy 2019 shoutout from me.
22 February 2019, 06:47:10
A delightful 2019 shout-out to you all ^^
21 November 2018, 23:39:14
Seems none of us can stay away ..
09 March 2018, 23:37:46
Dream goes on as long as there are dreamers my friend.
17 January 2018, 01:23:22
Oh, how I wish we could reawaken the Dream :)
16 January 2018, 11:55:48
Hello everyone!
14 September 2017, 09:40:04
Hello all! It's been a minute since I poked my nose in here. Can't remember if I ever did anything useful.
09 May 2017, 14:17:18
Ah, too bad that internet is so restricted in China, Ferra. Can't be much fun surfing the web that way if Big Brother's watching you... Hope you enjoy your stay nevertheless!
03 May 2017, 17:41:19
Hi, dear Arti and other developers!

This year I am in China and cannot use any Google services including YouTube. For this reason I stopped uploading new Nepris videos. I can also not read any comments there.

It just crossed my mind that this information might be useful to you.

Cheers

F
26 March 2017, 12:48:56
Hello to anyone that might read this. :)
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2005, Simple Machines
TinyPortal v0.9.8 © Bloc
Valid XHTML 1.0! Valid CSS!
Theme based on Cerberus with Risen adjustments by Bloc and Krelia
Modified By Artimidor for The Santharian Dream
gfx
gfxgfx gfxgfx