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Author Topic: Ximax: COMPLETED!  (Read 6400 times)
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Xarl
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« Reply #15 on: 27 November 2002, 00:01:00 »

Once I don't have seven (I'm not joking) projects hanging over my head? Sure.

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Xarl
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« Reply #16 on: 04 January 2003, 20:24:00 »

Ximax. The City of Magic. Capital of Xaramon. Home of the mightiest beacon of sorcerous power since the time of the Chosen. Quite possibly the greatest repository of ancient lore in history. And most definitely a place that isn't the least bit full of itself. Herein rests the definitive description of this city, written by a chronicler quite familiar with this thriving home of magic, mystery, wisdom, and intrigue.

Description
From afar, the city seems to be a slanted dome of buildings, surrounding the tall, sharp points of the Eleven Towers. Up close, Ximax is far more engaging.

The Outer City. The Outer City, built after the Fall of 773 b.S, holds the more recent buildings. Recent being a subjective term; as the city has stood for three millenia, so-called 'new' additions to the city may be able to trace their construction and ownership back for sixty generations. In any case, the Outer City holds the more conventional buildings; farmer's markets, auctionhouses, trading posts, bars, restaurants, guard posts, warehouses, hotels, a Thieves' Guild or two, the attendant slime, the 'lower' housing districts... the list goes on. The Inner City's wall is as far as most casual visitors to Ximax are allowed to go, as the Outer City is very nearly being a separate city from the Inner. It is seperated into several districts by simple trade convenience. The eastern section, called Tanaman for reasons lost in the mists of antiquity, (It's sad, but true; Deed becomes story, story becomes legend, legend becomes myth, myth becomes drinking song, etc, etc.) holds most of the housing districts and taverns thanks to the fact that most roads to and from Ximax are to the city's east.
From north to southwest lie the working areas. From the northern district's vast marketplace to the southeastern construction guilds, Deurenshill is certainly the place to be if you want to get something done.
Then there's Novorhall, stretching from southeast to southwest on the compass. The less said about Novorhall, the better; these streets are the slums, the bad side of town, if you will. Incidentally, it is here that the Crimson Crescent is located.
The Inner City.
The Inner City is often referred to as Old Ximax, as the vast majority of the buildings here date to the first millenium of the School (also refered to as the Ximaxian Academy). This portion of the city is more ornate, ancient, and more laden with the dust of the ages. The architecture here, in sharp contrast to the Outer City, is mostly similar, lending itself to the monolithic, big, and fortresslike, as the original master architect of the city, Ungur Firehands, was more concerned with the defensibility of the fledgling Magical Academy than aesthetic pursuits. However, as the buildings grow newer, a host of other dwarven, elven, and even the occasional orcish architectural influences can be seen. (The chronicler apologizes for digressing.)

The Inner City holds the more ancient, magic-oriented, and cultural buildings of Ximax. The theatres, mageware shops, minor libraries, particularly aged (and expensive) hotels and restaurants, the local guilds' headquarters, massive gardens, estates of the ruling families, the guild hall, and so on. Noteworthy among them are the following:

The Wasted Wizard is a tavern of great renown. Located just outside the Academy, the building's outward fortresslike mein is belied by its interior. Purportedly built over the original camp of the Founders, the inn is warm, comfortable, serves possibly the best dwarven cuisine to be found aboveground, and is an excellent spot to study, talk, or maybe just sit and enjoy the delicious "root beer" that the owners created specifically for the magi who do not enjoy the side effects of their ale. It also, incidentally, is a good place to write a certain overview, despite the occasional student who feels a deep, compulsive need to read over one of his superiors' shoulder, and may receive an unpleasant surprise if... (The chronicler once again apologizes for digressing.)

Valgure's Magical Emporium is the biggest, most complete mageware shop in all of Caelereth; or at least so the Valgures have been claiming for the past few thousand years. The shop covers an entire city block, and has four floors; as such the Valgures may be right. The shop's supplies are almost all homegrown, home-harvested, or traded with nearby farmers. Among the Emporium's wares are robes, spellbooks, reagents from all around, school supplies, any and almost every magical artifact that the School will let go... the chronicler could continue for hours, but out of mercy he will stop shortly.

The Guild Hall is one of the wiser experiments in the history of Ximax. As the Founders wanted no part in governing the city that was developing around the Magical Academy even in its early years, they decided to put the power of government in the hands of those it affected the most; the city guilds.
The Guilds of Ximax deserve their own entry, but, simply put, the Guilds are just like any other guild in a city, only with more power. There's the Carpenter's Guild, the Innkeeper's Guild, the Fisherman's Guild, and so on, throughout the social and economic strata of the city, from the lowly Transportation Guild to the highbrow Messenger's Guild. All those who wish to practice their art in the city must belong to the appropriate Guild, lest they suffer at the hands of the Enforcer's Guild's thugs. It is a strange system, as more than one traveler has noted. However, Ximax is, like sorcery, practical beneath the shimmering veils of effect, and so does not eliminate a system that still works.
The Guild Hall is where the various guild leaders (the title for each is constantly being contested between multiple ruling families in a guild) meet to decide city policy. However, as a preventive measure, the High Archmage is given the power to stop any law that the Hall passes.


Gile's Guild is a proud, majestic building in the Inner City, offering respectable, independent competition for the mainstream Guilds of Ximax. This means that Gile's Guild accepts those who do not wish to be subject to the laws of the Guild that has a rightful claim on their services, in exchange for certain 'odd jobs.' A messenger delivering packages at odd hours, a fishmonger recieving instructions to help a few men find a place to stay outside of Novorhall... you get the idea. However, its outward appearance is decieving. Gile's Guild is the front for one of the two warring Theives Guilds in Ximax. Mind, this isn't officially known, but everyone knows it save the most oblivious wanderer who accidentally walks into the city. Some might wonder why the Giles haven't long since been driven out. The answer can be given in one word.
Politics.
There isn't a wizard or businessman in the Magic City who doesn't want to know his competitors' or superiors' plans, sabotage them, or in extreme cases, make them 'disappear.'
The Gile family has provided this service since approximately 1000 b.S.

Its counterpart, the Crimson Crescent, is a run-down tavern in the Outer City. The ale is undrinkable, a vilerat would choke on the food, and the ambience is best described as "badly maintained outhouse". However, order a Silver Sickle with extra silver from the bartender, and he'll have a rather well-armed waiter escort you to the "wine cellar" - the "vintages" there are quite interesting.

Beneath the miserable shack of an inn is supposed to be still located a decently maintained Thieves Guild that has been using and used by Ximax ever since an unsuccessful scion of a Stratanian ruling family settled in, circa 300 b.S. The chief difference between the Crescent and the Giles, besides the fact that the latter has been trying to get rid of the former ever since it became a viable force on the underworld scene, is that the Crescent's contacts are typically cheaper and worse trained... presenting opportunities for the properly minded.

Not that any of this is based on personal experience of the chronicler, of course; all is gathered from certain persons detained in the jails. Really.

Location
The Magical City rests atop the Ximaxian Plateau, a wide stretch of flat land between the Zirkumire and Magic Sickle mountain ranges. The city walls are visible from long away, as they are the only raised structure for fores around, save the occasional farm. It is the capital of the Santharian province of Xaramon. From afar, the city flashes like a massive, glassy beacon, calling travelers, traders, and other such road-lovers to its walls.

People
People from all over Sarvonia come to Ximax. From the droves of Milkengradian water-wizards, to the elven Xeuá sorcerors, a proliferation of Brownies, unusual in a city, to even the occasional Kasumarii Darkpriest. Not, of course, to forget the Volkek-Oshra, the Orcish tribe given the lion's share of the credit for the very creation of the Wizard's City. The native Ximaxians lean towards the middle-heighted, stocky, and ruddy-skinned. Their appearance, as with so much else in the region, is deceiving; there is a higher rate of magic occurence in these folk than in any other place in Santharia, and possibly even the world. One of the more famous native Ximaxians to ever grace the pages of history was the (later) Archmagus of Ximax Cale Perrim, assistant to the Lady Jenefra and Katya Dragonseeker during the Vardýnnian Atonement.

Coat of Arms
Ximax's coat of arms is two concentric circles. The outer is split into white, black, red, blue, brown, and grey, representing the six chief forces of the cár'áll. The center is transparent, with an eleven-pointed star laid over it.

Climate
The temperature here varies immensely with the seasons. From the blistering inferno of the summer, to the chill breezes of autumn, to the frigid, icy winters, and to the unceasing deluge that is spring; Ximax is never entirely comfortable. Still, a certain peace is always present. Though some of the guilds maintain boats for the typical spring downpours, there is a rare calmness in falling rain in Ximax. Likewise, in oppressive heat or cold, the mind almost literally flees to higher thought. And though the weather in autumn is not particularly pleasant, the unique beauty of the ripening fields and orchards cannot be denied... (The chronicler apologizes for rambling on.)

Mythology
One of the frequent sayings of the Magical City is that it is half industry and half mythology. Legend is as much a part of the city as stone or brick, from the tales of Ximan and the Founding to the story of Gamzan the Fallen. The stories of Ximax could (and do) fill a tome the size of a small boulder, and it is the chronicler's humble belief that even trying to reproduce the table of contents would inflate this description beyond all reasonable size. However, there is one tale that the chronicler can't help inserting... the tale of the Discovery.

It is written in the most ancient tome in the city, the Logbook of Wengerim Dun. (later Wengerim Icetouch, Blue Archmagus.) The story, as pieced together through the veil of three thousand years of retelling, goes something like so. It is retold roughly as the Archmagus wrote it, but first, to set the scene.

The Circle of Magic, a small group of magi composed of Ximan, his teacher, and several others, had been exiled from a city for the second time in their history. Slowly, they had wandered through the forest that would become the Shivering Woods, and had made their way onto what would later be termed the Ximaxian Plateau; Wengerim termed it the Blast Plain. Then, the semi-leader of the group, Ximan, wandered off, claiming only that "he needed to be alone."

The Circle stayed roughly in the same area for about a week, and then...


Entry 783. Weather: Sunny, growing clouded and warmer as the day progressed.
Ximan still not back. However, titanic flash of light and an accompanying magical discharge in the east occured around sunset. In light of this, Arquim proposed going to get Ximan, who was headed in this direction at last sighting. Rare unanimous vote of approval.
Venora started meditating no less than two minutes after the vote. Still not out of it.

Entry 784. Weather: Cloudy, with occasional drizzle. Very, very humid.
Have not caught up with Ximan. Venora still meditating; Dornaj rigged up a harness to carry her, piggyback style; he and I alternated wearing it. Weighs surprisingly little. Note to self: talk to her about eating, or at least admitting she likes the guy. Watching them these past three years has been agonizing. He doesn't even look at Dharim, but Venora seems to be in some kind of beauty contest with her. Well, her starving herself will not be tolerated.

Later: It's around midnight, and she's still meditating. How long can a human survive without water? Got some into her system anyway; had to conjure a small amount directly into her stomach to do so, though..
This is getting disturbing. I don't have the slightest idea what she's doing, but everything I check indicates she's not responsive.

Entry 785. Weather: Still cloudy, slightly less humid.
Have not caught up with Ximan. Blast Plain seems to be growing more and more flat and lifeless. Venora finally ceased meditation about an hour after noon. She said "He's found it" and promptly collapsed into sleep.
I'm not sure whether to be apprehensive, relieved, or terrified.

Entry 786. Weather: Partly cloudy, approximately 1/100 water/air ratio.

Caught up with Ximan. More accurately, Ximan got back to us. He was running blindly... oh, a poor word choice there. Though, I confess I thought he might be for a moment. Then, he focused on Arquim, who grabbed him. He shouted "I FOUND IT!" and collapsed into sleep, somewhat like Venora.
Dornaj reveals the massive amount of magic Ximan seems to have on him is mostly just ambient. His inner magical reserves are nearly dry, just like Venora's.
Hm. Together in dreamland, it would seem. Amusing.

Entry 786, Day 1 of the New Sorcerous Order. Weather: Sunny.

Ximan's revealed it all. The Orb, the Wards, and the call that we and our descendants must follow for the next ten thousand years. We've found the single most powerful beacon of magic on the entire continent. It's no wonder it has gone unseen for so long, and the mystery of my father's blindness is revealed. Ximan conjured a tiny spark next to the thing, and it became an inferno the size of one of Dornaj's Glass Houses. (Chronicler's Note: One of the first major works in force sorcery, the Glass Houses were crude spheres of magic that repelled rain, wind, and predators. They were approximately ten peds in diameter.) I guess some wizard must have tried to light a fire... poor man.
Anyway, this is what he said. "We have to keep this thing down, but we can't keep it down for all time. So, we stay here. We stay here, and we bring others to us. We set up a little school for magi, where their talents will be a bit more obvious, and they'll be guaranteed great honor and as much as we can teach them if they chose to follow us, and keep this thing sealed."
I can't help but notice the way Venora was looking at him...

(Chronicler's note: This makes as good a stopping point for this little sampler of a tale than any... the tale of Ximan and Venora's a great deal longer than the mere Discovery, itself a mere chapter in the tale of the Founding, itself a mere chapter in the lore of the city. You now may have a bit more understanding of the accuracy of the 'half-industry, half-mythology' saying.)

Flora
Ximax would not be Ximax without the region's dominant crop, surpassing even the ubiquitous golden rain in farming preference: wizardleaf. Running third are grapes, for a wizard cannot be found who fails to enjoy a bit of the finer drink. Native plants tend towards the more hardy; a wild lorahough or sahnrix pine can't be found within miles. General hypotheses towards the reason always tend to involve something about "student-induced error" or "thaumic discharge." In plain Tharian, hardy or propagative plants are needed to survive the not infrequent minor sorcerous cataclysms.

Fauna
Where to begin! Domestic and symbolic animals from all over Santharia are brought as familiars or pets, rats and vilerats are most definitely the dominant species belowground, Ximax cats prowl the city at all times of day and night, the occasional zombie or golem can be found doing some errand for its master, chimaera sightings are frequent, and some of the more... shall we say, intriguing animals can be found wandering the countryside as a result of a miscast summon. It may indeed be a shorter list what animals aren't findable nearby.

Resources
Ximax relies on its one predominant resource: Magic. The Orb of Ximax is sufficient to provide the City with all that the wizards need, and enough extra for the more commercially minded to extract from the air, concentrate into potions, and sell to any wizard who cares to buy it. The soil around the Wizards' City is rich, allowing for good harvests of most crops; some of this may be attributable to the local custom of using a fourth of the money got by the harvest to enrich the fields, usually with manure or sickened meat. Some have questioned this practice, considering it little more than superstition, but somehow their fields never turn out quite as good a yield in a few years.

History

Age of Silence

Unknown Time: The Orb of Ximax (See entry on Magical Academy) is formed by a slight gap in the fabric of Caelereth, and the resulting field of immense magical power saturates the entire Xaramon Peninsula.

Unknown Time-2026 b.S: 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.

Age of Myths

2026 b.S: The last and most famous of the deaths by the Orb 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.

2017 b.S: Ximan Xuran and his Circle of Magic find the Orb, and for the first time in known history the Orb is comprehended. Shortly afterwards, Ximan begins calling in favors from those he met on his travels to aid him in shielding the surrounding world from the effects of the Orb.

2015-2009 b.S: The Circle of Magic, the Orcish Society of Enlightenment, and a small clan of Dwarven exiles work on constructing the Eleven Wards and the rudiments of a settlement. Over a much longer span of time, the Inner City begins to evolve.

Age of Awakening

c.a. 1650: The Dragonstorm. Unlike many northern cities, Ximax and its people simply hide from the dragons. They are immensely grateful for the aid of the Volkek-Oshra and dwarven clan of Unghur, who aid them in the construction of a set of catacombs beneath the city. Afterwards, the catacombs are filled in to avoid any future problems.

Age of the Blood

737-733 b.S: Ximax is laid seige by Dark Elven forces, who are aided by the betrayal of the Archmage of Ecua, Moh'nul, who takes the Black and High Staffs to the seiging forces. After four years of the siege, the Ximaxian forces daringly forced the Dark Elves back to the floodplains. They planned on retreating and leaving the Dark Elves to be crushed by the coming floodwaters. Sadly, Moh'nul had thought of the strategy first, and the first notes of retreat had barely sounded from Ximaxian trumpets when the floodwaters flowed in, crushing the Ximaxian army. Without the aid of its best magi, Ximax soon fell to the Dark Elven forces, who set fire to the great city.

733-621: Ximax, abandoned by all but the Volkek-Oshra, rots. The Orb of Ximax slowly begins to break free of most of its magical bonds.

621: The human mage Xarl Bluestride, his elven student Khaelvan I, the Volkek-Oshra elder Narmatuk, and the descendants of the dwarven clan Unghur officially reopen the Magical Academy after a century of ruin. Also born at this time is the future stance of Ximax towards wars; total neutrality. Too much knowledge and life was lost in the Fall of 733 to risk such a thing happening again.

c.a. 500 b.S: The city overflows its walls, and the division between Inner and Outer city begins.

549-501 b.S: The Magical Academy remains neutral throughout the Second Sarvonian War. While wizards of both sides came to Ximax to relearn war-spells, very little violence ever occured within city walls.

482 b.S: Ximax's Centoraurian population joins the newly-formed kingdom of Tharania, expecting to quickly gain advantage over the rest of the tribes thanks to Ximax's relatively unspoiled state. Sadly for the city, under Thar's rule reconstruction was quick, and it was not long before Ximax was once more only foremost in knowledge.

225-218 b.S: Ximaxian historians note that there were more of the foul omens of the Mélor'Terquán in the Magic City than any other specific place.

217 b.S: Ximax abandons neutrality and is forced to battle for its very existence, as ten 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.

60 b.S: The greatest warriors of Ximax are sent to Hegedorn to try to defeat the Moch'ronn. Three, one Magus and two Archmagi, survive the devastating counterattack of the Demon Lord Khalkoroth.

Age of Change

Golden Age of Kings

Throughout this age, Ximax grows in knowledge and magical power, though war-spells are slowly, surely, and happily lost.

Age of Discoveries

1650-1660: Ximax is all too happy to assist the sage Artimidor Federkiel in the writing of his Compendium.

Edited by: Xarl at: 8/10/03 19:09
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« Reply #17 on: 05 January 2003, 16:30:00 »

Finished (well, nearly...) so soon?

"Self-proclaimed squirrel"

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« Reply #18 on: 04 May 2003, 09:25:00 »

Below is the spellchecked verision of the current entry... Changes in yellow, comments in gray. Further addition/changes please only with a copy of the text below with the comments removed:

---

OverviewYou don't need many words to stress the importance of a legendary town. A few suffice: Ximax. The City of Magic. Capital of Xaramon. Home of the mightiest beacon of sorcerous power since the time of the Chosen. Quite possibly the greatest repository of ancient lore in history. And most definitely a place that isn't the least bit full of itself. Herein rests the definitive description of this city, written by a chronicler quite familiar with this thriving home of magic, mystery, wisdom, and intrigue.

Description
From afar, the city seems to be a slanted dome of buildings, surrounding the tall, sharp points of the Eleven Towers. Up close, Ximax is far more engaging.

The Outer City. The Outer City, built after the Fall of 773 b.S. (wrong date, Xarl, it's 773 b.S. instead of simply 733), holds the more recent buildings. Recent being a subjective term; as the city has stood for three millenia, so-called 'new' additions to the city may be able to trace their construction and ownership back for sixty generations. In any case, the Outer City holds the more conventional buildings; farmer's markets, auctionhouses, trading posts, bars, restaurants, guard posts, warehouses, hotels, a Thieves' Guild or two (at least this is suspected), the attendant slime, the 'lower' housing districts... the list goes on. The Inner City's wall is as far as most casual visitors to Ximax are allowed to go, as the Outer City is very nearly being a separate city from the Inner. (Proposal: How about giving the outer city another name, or define names for certain districts? No need to explain everythingt in detail, but having some more names adds more flavour to the whole discription, I think. Just a rough division of the outer quarteres: market quarters to the east, guild - non-magical - quarters, fish quarter - there's a port to the west called 'Anund' at the Magic Sickle, so people could bring fish to the westernmost quarter, of course also down from Diamond Lake; etc.)

The Inner City. The Inner City is often referred to as Old Ximax, as the vast majority of the buildings here date to the first millenium of the School (also refered to as the Ximaxian Academy). This portion of the city is more ornate, ancient, and more laden with the dust of the ages. The architecture here, in sharp contrast to the Outer City, is mostly similar, lending itself to the monolithic, big, and fortresslike, as the original master architect of the city, Ungur Firehands, was more concerned with the defensibility of the fledgling Magical Academy than aesthetic pursuits. However, as the buildings grow newer, a host of other dwarven, elven, and even the occasional orcish architectural influences can be seen.  (The chronicler apologizes for digressing.)

The Inner City holds the more ancient, magic-oriented, and cultural buildings of Ximax. The theatres, mageware shops, minor libraries, particularly aged (and expensive) hotels and restaurants, the local guilds' headquarters, massive gardens, estates of the ruling families, the guild hall, and so on. Noteworthy among them are the following:

The Wasted Wizard is a tavern of great renown. Located just outside the Academy, the building's outward fortresslike mein (What's that? Is that an English word? Never heard it before...) is belied by its interior. Purportedly built over the original camp of the Founders, the inn is warm, comfortable, serves possibly the best dwarven cuisine to be found aboveground, and is an excellent spot to study, talk, or maybe just sit and enjoy the delicious "root beer" that the owners created specifically for the magi who do not enjoy the side effects of their ale. It also, incidentally, is a good place to write a certain overview, despite the occasional student who feels a deep, compulsive need to read over one of his superiors' shoulder, and may receive an unpleasant surprise if... (The chronicler once again apologizes for digressing.)

Valgure's Magical Emporium is probably the biggest, most complete mageware shop in all of Caelereth (always be careful with superlatives, whereever you use them - people have the tendency to always make their things the best, biggest, most ... you can think of, which is very restrictive and leads to various contradictions in general); or at least so the Valgures have been claiming for the past few thousand years (that's better already). The shop covers an entire city block, and has four floors; as such the Valgures may be right. The shop's supplies are almost all homegrown, home-harvested, or traded with nearby farmers. Among the Emporium's wares are robes, spellbooks, reagents from all around, school supplies, any and almost every magical artifact that the School will let go... the chronicler could continue for hours, but out of mercy he will stop shortly.

The Guild Hall is one of the wiser experiments in the history of Ximax. As the Founders wanted no part in governing the city that was developing around the Magical Academy even in its early years, they decided to put the power of government in the hands of those it affected the most; the city guilds. The Guild Hall is where the various guild leaders (the title for each is constantly being contested between multiple ruling families) meet to decide city policy. However, as a preventive measure, the High Archmage is given the power to stop any law that the Hall passes. (I assume you only refer to the magical guilds here - see my proposal above to place other guilds in the outer circle.)

The Gile's Guild is a proud, majestic building in the Inner City, offering respectable, independent competition for the mainstream Guilds of Ximax (what exactly does this guild do, well, at least officially?). However, its outward appearance is deceiving. Gile's Guild is the front for one of the two warring Thieves Guilds in Ximax. Mind, this isn't officially known, but everyone knows it save the most oblivious wanderer who accidentally walks into the city. There isn't a wizard or businessman in the Magic City who doesn't want to know his competitors' or superiors' plans, sabotage them, or in extreme cases, make them 'disappear.' The Gile family has provided this service since approximately 1000 b.S. - Some might wonder why the Giles haven't long since been driven out. The answer can be given in one word: Politics. (Moved the sentences here a bit to make it more effective.)

Its counterpart, the Crimson Crescent is a run-down tavern in the Outer City. The ale is undrinkable, a vilerat would choke on the food, and the ambience is best described as "badly maintained outhouse". However, order a Silver Sickle with extra silver from the bartender, and he'll have a rather well-armed waiter escort you to the "wine cellar" - the "vintages" there are quite interesting.

Beneath the miserable shack of an inn is supposed to be still located a decently maintained Thieves Guild that has been using and used by Ximax ever since an unsuccessful scion of a Stratanian ruling family settled in, circa 300 b.S. The chief difference between the Crescent and the Giles, besides the fact that the latter has been trying to get rid of the former ever since it became a viable force on the underworld scene, is that the Crescent's contacts are typically cheaper and worse trained... presenting opportunities for the properly minded. Not that any of this is based on personal experience of the chronicler, of course; all is gathered from certain persons detained in the jails. Really. (Perhaps you state it all a bit too clearly here... If you go on a voyage to - say - Austria and read in your travel guide that the local thieves guild is down in the cellars there this probably is quite unusual, isn't it? So maybe reduce this amount of explicit information still a bit...)

Location
The Magical City rests atop the Ximaxian Plateau, a wide stretch of flat land between the Zirkumire and Magic Sickle mountain ranges. The city walls are visible from long away, as they are the only raised structure for fores around, save the occasional farm. It is the capital of the Santharian province of Xaramon. From afar, the city flashes like a massive, glassy beacon, calling travelers, traders, and other such road-lovers to its walls.

People
People from all over Sarvonia come to Ximax. From the droves of Milkengradian water-wizards, to the elven Xeuá sorcerors, a proliferation of Brownies, unusual in a city, to even the occasional Kasumarii Darkpriest. The native Ximaxians lean towards the middle-heighted, stocky, and ruddy-skinned. Their appearance, as with so much else in the region, is deceiving; there is a higher rate of magic occurence in these folk than in any other place in Santharia, and possibly even the world. One of the more famous native Ximaxians to ever grace the pages of history was the (later) Archmagus of Ximax Cale Perrim, assistant to the Lady Jenefra and Katya Dragonseeker during the Vardýnnian Atonement. (You definitely forget about the Volkek Oshra Orcs here, Xarl! They surely play an important role here, so I'd devote at least a special paragraph to them!)

Coat of Arms
Ximax's coat of arms is two concentric circles. The outer is split into white, black, red, blue, brown, and grey, representing the six chief forces of the cár'áll. The center is transparent, with an eleven-pointed star laid over it.

Climate
The temperature here varies immensely with the seasons. From the blistering inferno of the summer, to the chill breezes of autumn, to the frigid, icy winters, and to the unceasing deluge that is spring; Ximax is never entirely comfortable. Still, a certain peace is always present. Though some of the guilds maintain boats for the typical spring downpours, there is a rare calmness in falling rain in Ximax. Likewise, in oppressive heat or cold, the mind almost literally flees to higher thought. And though the weather in autumn is not particularly pleasant, the unique beauty of the ripening fields and orchards cannot be denied... (The chronicler apologizes for rambling on.)

Mythology
One of the frequent sayings of the Magical City is that it is half industry and half mythology. Legend is as much a part of the city as stone or brick, from the tales of Ximan and the Founding to the story of Gamzan the Fallen. The stories of Ximax could (and do) fill a tome the size of a small boulder, and it is the chronicler's humble belief that even trying to reproduce the table of contents would inflate this description beyond all reasonable size. (Ah, well, admit that you've just been lazy! *hehe* Well, just a short list of a tale ot two can't hurt, huh? BTW: What has come from yourXiman Xuran entry? I see it is posted here at the Forum, but somehow it didn't get very far, eh?)

Flora
Ximax would not be Ximax without the region's dominant crop, surpassing even the ubiquitous golden rain in farming preference: wizardleaf. Running third are grapes, for a wizard cannot be found who fails to enjoy a bit of the finer drink. Native plants tend towards the more hardy; a wild lorahough or sahnrix pine can't be found within miles. General hypotheses towards the reason always tend to involve something about "student-induced error" or "thaumic discharge." In plain Tharian, hardy or propagative plants are needed to survive the not infrequent minor sorcerous cataclysms. (*hahaha*)

Fauna
Where to begin! Domestic and symbolic animals from all over Santharia are brought as familiars or pets, rats and vilerats are most definitely the dominant species belowground, Ximax cats prowl the city at all times of day and night, the occasional zombie or golem can be found doing some errand for its master, chimaera sightings are frequent, and some of the more... shall we say, intriguing animals can be found wandering the countryside as a result of a miscast summon. It may indeed be a shorter list what animals aren't findable nearby.

Resources
Ximax relies on its one predominant resource: Magic. The Orb of Ximax is sufficient to provide the City with all that the wizards need, and enough extra for the more commercially minded to extract from the air, concentrate into potions, and sell to any wizard who cares to buy it. The soil around the Wizards' City is rich, allowing for good harvests of most crops; some of this may be attributable to the local custom of using a fourth of the money got by the harvest to enrich the fields, usually with manure or sickened meat. Some have questioned this practice, considering it little more than superstition, but somehow their fields never turn out quite as good a yield in a few years.

History
One last thing to do... (Yup, that's still missing... Hope you can add at least a short table with the most important dates.)


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Edited by: Artimidor Federkiel at: 5/3/03 4:26:18 pm
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« Reply #19 on: 29 May 2003, 19:05:00 »

I'd make a better excuse for my absence, but Golden Sun: The Lost Age and Legend of Zelda: Wind Waker are obscenely fun. Anyhoo, time for me to perform some edits... just let me wait on the history.

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« Reply #20 on: 30 May 2003, 02:05:00 »

BTW: Make sure to use the text I've posted as basis for further edits - it is already spellchecked! Just remove the texts in grey.


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« Reply #21 on: 31 May 2003, 02:49:00 »

Tell me when you are ready, then I do some extra chapters for Strata ;) , just in case

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« Reply #22 on: 11 August 2003, 12:04:00 »

FINISHED!
*does the happy dance*

Hey, one year isn't that hideous a development time, is it?

Xarl Bluestride, Archmage of the White Tower, Elder of the Magic Forum, Master of RP Sorcery and generally cool guy. All requests are to be written on the back of a ten-dollar bill (or equivelant thereof) placed on a gilded hemmhoroid, and tossed in the sewer system.
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« Reply #23 on: 11 August 2003, 12:20:00 »

Question, Xarl: The final entry is your post 864, right? The first post doesn't contain anything which isn't in 864, right? So right is the final reference, eh?


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« Reply #24 on: 11 August 2003, 16:18:00 »

*reads that*

*walks off and beats head against the wall a few times*

*reads it again*

*gives up*

Uhhkay. The second post is the completed one, yes...

Xarl Bluestride, Archmage of the White Tower, Elder of the Magic Forum, Master of RP Sorcery and generally cool guy. All requests are to be written on the back of a ten-dollar bill (or equivelant thereof) placed on a gilded hemmhoroid, and tossed in the sewer system.
Xarl Bluestride
Owner of the longest pure text sig in Santharia.
Xarlian Quote Of The Moment
When life gives you lemons, you clone those lemons. And make super-lemons.
No Longer Master of the Magic Forum, but still basically dominate the place. All bribes to xarl@santharia.com

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« Reply #25 on: 11 August 2003, 17:12:00 »

Woohoo! Finally! :D

And Xarl, no more sudden disappearances and unfinished projects, you need to stay around and help us last three magi with the many magic problems! :p




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« Reply #26 on: 11 August 2003, 20:10:00 »

Shuah. Right now it appears you need me.

Xarl Bluestride, Archmage of the White Tower, Elder of the Magic Forum, Master of RP Sorcery and generally cool guy. All requests are to be written on the back of a ten-dollar bill (or equivelant thereof) placed on a gilded hemmhoroid, and tossed in the sewer system.
Xarl Bluestride
Owner of the longest pure text sig in Santharia.
Xarlian Quote Of The Moment
When life gives you lemons, you clone those lemons. And make super-lemons.
No Longer Master of the Magic Forum, but still basically dominate the place. All bribes to xarl@santharia.com

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« Reply #27 on: 12 August 2003, 06:34:00 »

Xarl, don't think you are finished!

What about rearranging your entry a bit, so it fits to the places entry?
I try to get up my Ximax layout soon, I have more towers than eleven, so MAYBE you have to change some properties of your town as well ;)

*binds Xarl to chair, just in case he wants vanish again*

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« Reply #28 on: 12 August 2003, 21:29:00 »

*sulks*
*blows up chair*

Don't worry, I've got all sorts of things to reorganize. I've been doing my best to wait until we have a magic system to speak of... now, of course, that there's a framework, I'm back.

Xarl Bluestride, Archmage of the White Tower, Elder of the Magic Forum, Master of RP Sorcery and generally cool guy. All requests are to be written on the back of a ten-dollar bill (or equivelant thereof) placed on a gilded hemmhoroid, and tossed in the sewer system.
Xarl Bluestride
Owner of the longest pure text sig in Santharia.
Xarlian Quote Of The Moment
When life gives you lemons, you clone those lemons. And make super-lemons.
No Longer Master of the Magic Forum, but still basically dominate the place. All bribes to xarl@santharia.com

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« Reply #29 on: 15 August 2003, 11:57:00 »

I've prepared the entry now for the next update (the sections are all filled, it's the second post of Xarl, where everything's there). In general it's very good, and is exceptionally helpful and greatly appreciated to have this entry done finally, so good job, Xarl. It's also written in style which is very entertaining to read, so thumbs up for that.

A few things though, which still would need some work:

- The Magical Academy (the 11 towers) isn't very well described. Well, there's an own entry existing, and there's a larger discussion going on at the moment concerning the academy, but it should be described in a bit more detail here in this entry eventually.

- Uhmmm... In the Coa of Arms entry 6 chief forces of the cár'áll

- 6 chief forces of the cár'áll? I seem to have missed that in my first critic... Well, there was a concept with colors etc. a few years ago when Tarquet was still there and spell classes had a completely different concept, which forced us to revise everything. With other words: There are no chief forces of cár'áll that I know of and now colors related to them. This would make the coat of arms part obsolete.

- The function of the Orb of Ximax would also need to be mentioned here in the main Ximax entry (same as with the Academy details).

- Some additional entries would also be interesting in the Ximax context to round things up. I see e.g. that you've started on Ximan Xuran last millenium, so maybe this one could be completed etc.


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