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Author Topic: West Nybelmar Realms: The Northern Bay  (Read 1669 times)
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Miraran Tehuriden
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« on: 06 October 2007, 21:53:38 »

West Nybelmar Realms: The Northern Bay: Faen - Aesteran Florence - Essalui Thareliath - Gondolwenmith - Meelaimad - Sarthera - Loreney
Coren, Mira and Decipher's draft notes.

(click on image to enlarge)



Note: All of this concerns the CURRENT political landscape.


The Inhabitants
  • The Faen - Development crew-> Miraran, Decipher.
  • The Aesteran Descendants - Reserved for Coren
  • The Tharelians - Reserved for Coren
  • The Loreney
  • The Sartheran Elves -  Reserved for Coren
  • The Gondolwain - Reserved for Coren
  • The Meelaimad - Development crew-> Decipher


« Last Edit: 04 July 2009, 20:12:18 by Coren FrozenZephyr » Logged

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« Reply #1 on: 06 October 2007, 21:56:59 »

Municipen di Fa, the realm of the Faen

An early draft of the entry can be found here.

The Faen are shorter than a normal human, yet not as short as the Morcini people. They will have quite a stout appearence. Their tone of skin is a pale yet rich brown (we used Mongolian skin as a reference example), and they have golden yellow eyes. Their hair is a mixture of browns in their hair- with black streaks (the streaks being the only part that grey with age)
Most noteworthy about their appearance is the intricate tatto that will eventually cover much of a Faen's body. Each section revealing important information to those with the knowledge to read them, the tattoos are added onto with each important event in one's life. As a result, each Faen carries his or her own life's story on their skin.

The Faen are famous traders around the Northern Bay and the Plains of Kaerath. Caravans of Faen traders can be found in almost every nation, and are usually welcomed, even, for instance, by the reclusive Ter'ei'Vikh, or the hautain Lilivear. They are known for their honesty, an their ability to acquire everything their customers might require.. for the right price. It is after all for good reason that the phrase "It is not sold" stands synonymous to "It does not exist" within the Municipen di Fa.

The Municipen, plural for Municion, are the base unit of the Faen nation. Each municion, or Clan-land, houses one of the great houses of Fa, the extensively extended families that formt he base of Faen society. They are all houses of trade, yet manage to avoid treading on eachothers toes to much by focussing on one group of items per House. the ruler of each house takes part in the Council of Kings (to be renamed later), located at the current capital city. However, often they send in a delegate with the authority to speak on their behalf, in order to kep a closer hand on their clan's wellfare.
« Last Edit: 15 March 2009, 06:09:51 by Coren FrozenZephyr » Logged

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Coren FrozenZephyr
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« Reply #2 on: 17 September 2008, 03:02:58 »

Map 1 = the Gondolwenmith Mainland
Map 2 = Mainland + colonies

To contribute to the brainstorming, travel here.



GONDOLWENMITH


Overview
After the Year of Darkness (1649 BS), many among the Ancient Krean who survived the cataclysm left their lands, disillusioned with their homeland and in search of a new life elsewhere. Some from this Great Exodus settled on the eastern coasts of the Ivieth Mountains, modeling their new state after the principles of Gondolwen Madas Mith (EASTER EGG!), the celebrated Merchant-King of the Ancient Krean. Lovers of order, logic and discipline; stern and pragmatic, the Gondolwenmith became known as “the Practical Krean”. As centuries dissolved into one another like waves into the ocean, they emerged as great traders, shipwrights and bridge-builders. Relative to the size of their small state they have a disproportionately large fleet - the fourth largest in Nybelmar after that of Aca Santerra, Korweyn and R’unor, surpassing that of the Anpagan Republic.

Masters of transportation and commerce, the Gondolwenmith have colonies in strategic locations all across the northern half of the continent and vie with the R’unorians over the corn chamber of Loreney. They maintain a close alliance with the mages of Nybelriod and other Krean tribes & possess an economic influence way beyond the borders of their own territories. Master manufacturers of textiles, porcelain and furniture, the Gondolwenmith are also renowned smiths in northern Nybelmar.

Among the achievements of the tribe one can list the creation of Lex Mercatoria and maritime law; the founding of their capitol, the fortified city of Caradruith; and the construction of the many bridges and aqueducts crowning their land. 


Names
Origins
These people take their name from the celebrated Ancient Krean king, Gondolwen Madas Mith, who is viewed as the ideological father of their tribe. Incidentally, “mith” is also the suffix form of “mithreas” – meaning “student of”.

Alternative Names
Gondolwenmith has in common speech been eroded to Gondolwenith, and eventually toGondolith. Gondolwain is also frequently heard, the suffix “wain” standing for “citizens of”.


Territory
The Gondolith mainland extends from Cloud Cape at its northwestern-most point to the skerries of the northern shore and traces the idyllic coastline of Ivieth as far south as the delta of the Great River Vaenar. Across the Bay of Gondol it encompasses the peninsula of […], stopping short of the [Lorenite?] city of Lahssar.

Most of the territory is well-forested with a carpet of maquis and evergreen woodlands leading to the soft sands and azure waters of the many coves and inlets hidden along the coastline, except the Vaenar delta to the south, where the trees give way to ordered and well-cultivated cotton plantations.

All along the coastline lie long, narrow inlets of sea between steep cliffs, penetrating into the mountains and their valleys. These inlets are appreciably deeper and colder than the adjacent sea, their waters cooled by the icy currents of the mountain rivers feeding them. The reefs along the bottoms of these inlets abound in marine life, which is perhaps why the Gondolwain coastline, especially its northern shore, is such a generous fishing ground. These inlets provide much needed waterways for passage and ferrying between the quarries deep in the Ivieth Mountains and the coastal towns and ports. During the winter months, however, strong tidal currents and wide saltwater rapids occur at the mouths of these inlets – a menace to navigation. Set against snowcapped peaks, these inlets offer majestic views, especially amidst the much taller slopes of the northern shore, carving a smooth, serpentine waterway through the mountains. The air of these inlets carries the sharp, refreshing scent of the lemon blossoms dotting their slopes; a school of fish causing an occasional ripple here and there only heightens the silence ruling these aquatic valleys.

Thousands of island blocks parallel the northern coast, between Cape Cloud and the Port of Nor, and provide a protected channel for commerce behind an almost unbroken string of mountainous islands and skerries, sheltering Gondolwain transports from the treacherous weather conditions of the open sea. Hundreds of bridges, tall and proud, each a monument to the power and ingenuity of the Gondolwain, span the skerries, linking the islands and connecting them to the mainland. The taller summits amidst the northern skerries are crowned with fortresses and catapults, guarding the Gondolith homeland against the fleets of other Nybelmarian powers and rendering the skerry-protected passage behind unassailable.

Rainwater and snowmelt collect in the mountaintops of Ivieth, forming tiny streams. These gullies either grow larger as they collect more water or add to the water of the larger streams they meet along their descent towards the shore. Countless tributary streams all across the realm of the Gondolwain merge, forming rivers in the higher elevations of the mountains and hills; and the rivers grow larger as they accumulate more water from more tributaries. The great rivers of Daeinion Ivieth carve deep V-shaped valleys as their fast-moving water cuts away at the rock on its downhill surge. The vigorous current picks up pieces of rock and conducts them downstream, breaking them into smaller and smaller pieces of sediment. Leaving the high elevation of the mountains and entering the flat plains, the rivers slow down and begin to saunter towards the level landscape of the coastline, giving the sediment a chance to fall to the river bottom and be deposited along with the rocks and pebbles worn smooth in the river’s long journey. Thus, the Gondolwain say, rivers not just flow; they change the surface of the Disk. But amidst the many waterways of Gondolwenmith, only the Great Vaenar achieves the ultimate goal of the river: to create a wide, flat valley where it can flow smoothly towards the sea.

Geography determines culture, and so does the geography of agriculture determine land use: Dairying and intensive farming of perishable vegetables and fruits take place in the fields close to the settlements as these products must get to market quickly - the refrigerated oxcarts of the Dearanic Age no longer being a luxury Nybelmarian mages can replicate. Since grains last longer than dairy products and are much lighter than the timber and firewood used for fuel, thereby reducing transport costs, they can be located further from the Gondolith cities, often imported from the “corn-chamber” of Loreney to the northeast or from the Sartheran elves to the southwest; the Vaenar delta attends to the much more lucrative demands of the textile industry.

The sea causes numerous indentations in the land, creating picturesque coves and lagoons on the eastern coastline all the way from the Port of Nor to the River Vaenar, with merchant ships taking refuge in their calm waters or the private vessels of the wealthier Gondolwain anchored a few dashes from the coast - tied perhaps to a solid pine tree onshore, enjoying these idyllic sanctuaries. Indeed, throughout the entire Gondolith shoreline bays, ports and shelter creeks are abundant.

The sheltered geography as well as the thermal underwater springs induces a climate very much like that of the Plains of Zhun, slightly milder perhaps than one would expect from the higher latitude of the region. The sea surface temperature, for instance, ranges from about 1.6 to 2.5 periks throughout the year, which is warmer than the bay between Faen and the Aesteran coastal city-states to the west. All these factors have led to the region being called “the Zhun of the North” by the southern civilizations of the continent. Again, like the Sea of Zyloth, the currents of the Bay of Gondol are not smooth in light of either speed or direction, influenced as they are by the blowing winds. However, due to its relative limpidity and hot waters, the Bay of Gondol accommodates large quantities and a broad variety of fish at the time of their procreating maturity, immigrating from the harsher Maren Nybeth and Marein Nermarein.

The realm of the Gondolwain is rich in waterfalls, which grow taller and more striking towards the north, adding yet another treasure to the scenic landscape. Ships sailing towards the Gondolith mainland will be quick to spot the great aqueducts carrying the water of its many streams and waterfalls, bringing order and prosperity to a difficult region which no other tribe on Nybelmar had hitherto dared to master.
« Last Edit: 15 March 2009, 06:06:57 by Coren FrozenZephyr » Logged

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« Reply #3 on: 22 December 2008, 10:46:40 »

The Meelaimad/Hive Men

Before the cataclysm, history tells of two favourites for the title of High Priestess of Ankriss- Eluda and Alora. Neglected from most textbooks however is a third petal, Meelaia. A Lillivear similar to both Eluda and Alora, though vastly more power-hungry and not as magical capable as the duo, Meelaia was however amongst the greatest Seedshapers to ever live- warranting her the nickname 'Queen of the Leaf'. Somewhere inbetween Eluda's defection and Alora's demise, Meelaia quickly realises her hopes for power have grown fruitless- amongst the Krean at least. As a result, she becomes increasingly resentful of Alora and spends great amounts of time absent from the High Temple grounds- a decision that safeguards her life after the initial shockwaves of the Breaking. Seeing, as Eluda prophecised, the calamity caused by Alora, she sees this as the decline of the Krean- and uses the hysteria to her advantage, leaving, travelling north.

Upon nearly reaching the coasts of the Northern Bay and venturing closer to the Ivyieth territories that will one day be Gondolwenmith, the lone traveller finds herself in (at that point in time) the muddy wastes of Chuupah- inhabitated by the various bands of greedy degenerates, labelled by the locals as the Chuumads, she is both repelled and intriguied. The Chuumads at the time spent practically the entireity of their time fighting amongst themselves, wasting the lives they could scrape off the relatively barren landscape. The Chuumad bands roaming the area were only able to survive by foraging into the mud for the few vegetables that grew there- though the luckiest Chuumads could dine on the lean meat of predators (that generally were stalking them). The wastes were not without their usages though, since below the feet of the Chuumads laid vast deposits of precious stones- though they had no idea about this at the time, they were far too busy trying to survive.

Upon venturing into the wastes, Meelaia's thought-path was simple- she could use these vast numbers of backwards degenerates to form her own domain, overwhich she could reign as a being somewhere inbetween Queen and Goddess. Once Meelaia began to demonstrate her abilities to grow flora from (seemingly) nothingness, the Chuumads quickly began to hail her as a divine manifestation. After uniting the wanderers into one body, the new population was named 'Meelaimad'. Within 50 years of the Meelaimad accepting Meelaia as their leader (dubbing her 'The Prophet of Ankrah', a goddess of Meelaia's own creation, a crude degradation of Ankriss), a vast forest, using seeds from Shar, had been grown (replicating her homeland). The 'Falsejungles of Chuu' as they were known not only provided the Meelaimad with various forms of sustinence in the forms of fruit, but they began to realise how to use the plants for a variety of purposes: recreational or medicinal (though never to the extent of the Ancient Krean or Ancient Tiquaitan). As time progressed, birds began to migrate into the region, adding all forms of colour to the Falsejungles, and local species began to notice the vast amounts of vegetation that had landed on their doorstep.

The forests were not without their flaws though, even the Prophet-Queen Meelaia was not deluded of this. Though her Seedshaping abilities were unparallelled, the climate of the region was immovable and far beyond her capacity. The plants would slowly begin to die, unless tended to magically. Though thereotically she could, Meelaia saw the constant maintenance of leauges of plants as an incredibly cumbersome one, and as such, those who showed ability were taught to Seedshape. This seemingly full-proof scheme to allow an aritifical jungle was put in place, and with this sense of security, the Meelaimad flourished. Learning vastly from their Lillivear leader in various aspects of culture, the Meelaimad began to develop both socially, economically and academically. These were times of peace and knowledge. However, all was not well.

Things seemed to be growing exponentially. The Meelaimad had heeded to words of their long dead Prophetess and had crafted Cities in the canopies composed of Seedshaped branches greatly reminisicent of those on Shar. They were also beginning to consider the extent of their sciences and medicine- becoming quickly renowned as great mathematicians and alchemists. This, sadly, was the peak of their civilisation.

One Meelaimad scientist surveying the lowerlands (as they were described by those living in the upper cities) for new substances to mix in his chemical formulae found something remarkable when he excavated- diamonds. Though the Meelaimad themselves had no idea what to with these 'Clear stones' word quickly spread towards the dominion of the Faen, who quickly saw business opportunities. As seems to be the case in many places however, the arrival of wealth usually foretells the arrival of conflict. The Meelaimad were struck with greed- factions emerged and a civil war began. As described by a later Meelaimad historian 'The war raped Ankrah's blessings and tore all of her divine work to the floor in the pursuit of false wealth beneath the barren ground'.

After the twenty year war as resolved, the damage to the Falsejungles became apparent. To perhaps add insult to injury the 'winners' of the war began to further desecrate the landscape in order to pillage the earth of the diamonds beneath. This wouldn't be a problem though- the Seedshapers (or 'Tai-el Tenders', Tai-el being the most common tree they kept alive) would just rebuild what laid before? This however, presented a problem.

For some reason, the Tai-el Tenders had lost their ability to animate plant life, the extent of their magic limited now to forming structures out of mud. The Falsejungles began to rot. The Meelaimad saw this as 'Ankrah's Punishment' for their insolence. The floral metropolises in the sky had to be vacated before their foundations rotted and they came tumbling down onto the forest floor. The most beautiful plants were the first to die, suited more to a tropical climate, but as time progressed, the colour of the Falsejungles wilted until it became a brown and withered wasteland as it had been long ago.

Distraught, the Tai-el Tenders came up with a makeshift solution, the Hive Cities. Adopting the new names of 'Hivekeepers', the vast amounts of mud were magically formed into great mounds of mud suitable for habitation. This obviously was horrific news for the civilsation of which many of its members have never stepped foot on real ground, and moral dropped. The remaining Meelaimad scrape what is left of their diamonds and try to garner up as much wealth as they can, riding their giant Platypuses through the swamp-like terrain, a haunting reminder of their abuse of nature. Years have been spent trying to decipher the wisdom of the bygone era, the Hivekeepers trying to restore their magic to its former potency. The Meelaimad, however, have lost hope in rational means. The Meelaimad have become bitter and in some cases aggressive, holding on to the sparse remains of their dying forests and relying heavily on their existing but deteroeorating welath for survival.

To this day they still hope for the new prophet of Ankrah, foretold to be a 'King of the Earth', to return to the remnants of the Falsejungles and restore its former glory.



What do people think?



Here's the proposed territory







The Prophet of Ankrah herself (?)







Coren: Just stopping by very quickly: No objection to the idea. A few reminders: (1) Several centuries passed between the Alora's ascension to HP (roughly 20 years before Dearan's birth) and the Breaking. (2) Don't forget that they have the Sartheran elves as neighbours. (3) Earth King ties in nicely with the Morchini myths. (3) The climate of the area is NOT tropical. Dry semi-Mediterranean weather but colder than Zhun.

Decipher: @(3): This is precisely the reason the jungles needed constant maintenance and why now they are dying without it. Oh and is anyone capable of filling me in on the Sartheran elves politically/culturallly?

Mira: Sounds good, more fodder for Coren's sea-trading nation. Sartheran info must be obtained from Smith, methinks.
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