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Vardınn Master Plan Discussion
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Topic: Vardınn Master Plan Discussion (Read 38189 times)
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Artimidor Federkiel
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Re: Vardınn Master Plan Discussion
«
Reply #135 on:
14 December 2011, 04:48:06 »
@Mina: You're looking for developments regarding religion... Well, all there really is, is the thread on the
Principles of Avanian and Twelvern Belief
, which I guess I've already mentioned somewhere. Aside from that there only bits and pieces to be found here and there unfortunately - an important thing in this context is the avatar concept I'd like to pursue BTW, brought up
here
. I'd like to continue these ideas and really get an entry or two out of these things, because the difference between human and elven religion still hasn't really made it on site - and it definitely should.
Oh, and speaking about relics: Related to them are saints - relics are often things or bones associated with saints. And that's also important for naming settlements. There are lots of places on Earth with the typical Sao, San, Saint etc., so why not have the equivalent in Santharia and have some of those. We can always think about specific legends afterwards, which probably thrived unproportionally at the time when the clerics dominated the lands...
Temples: There might be minor temples all over the place, but we'll show only the largest one anyway on the map, so we need to decide on those. A major temple on Nehtor is mentioned on site, so let's have on there then. Jernais is a bit of a hippie town, you can smell that love is in the air when you're greeted with a smile...
So it might be a good place to have an Etherus temple I'd say. That would leave Foiros in Salsair, towards which you lean anyway, Rayne. Unless the Helcrani don't like it there for some reason - maybe Curgan can give some suggestions here... Anyways, a Baveras temple in Westhron would also be fine with me to have some variety.
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart."
-- Maria (Metropolis)
Curgan
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Re: Vardınn Master Plan Discussion
«
Reply #136 on:
14 December 2011, 08:59:32 »
Nice to see you too!
I have been off for some time, occasionally lurking for another time and now I am really glad to see that the world is evolving!
Artimidor
: The Helcrani nomenclature will be on my list. I will try to gather my old notes (gotta search my backup cd's and) and find my ewuivalent to the "nomenclature template".
Rayne
: The island north of Efirhal is called Midlanir.
The 12 are occasionaly worshiped in Milkengrad and there are their temples there, but not by the Helcrani (or maybe considered something like personifications of Ava's powers, if there is need to have them there as well).
The Centoraurians worshiped the 12 but after centuries with the Helcrani their beliefs became copromised a bit. My intention was to keep them with the 12, but it is not set in stone...
Mina
: It is a mispelling. Grad is the "city". The equivallent to -gard is -garth
You are right about the Byzantines, but you should remember that they were very religious and considered their empire as the realm of God on Earth and the Emperor was his regent (a continuation of the Roman Pontifex Maximus, as they thought themselves as heirs and "descentants of Greeks and Romans " as the last Emperor said. That's why they had trouble with the Holy Roman Empire. A similar copyright dispute like the modern between Greece and Fyrom over the name of Macedonia).
And you are right about the name. It's Midlanir, (middle island). Took me some time to remember and then read your post.
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Thucidides
Rayne (Alır)
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Re: Vardınn Master Plan Discussion
«
Reply #137 on:
14 December 2011, 09:58:04 »
It suddenly strikes me that it would make very little sense for humans, or perhaps even elves, to have shrines or temples to Ava. Curgan, you mention "Ava's powers", but I don't think Ava really has any powers, not in the traditional sense. Most people visit temples looking for guidance from a god, but Ava is a bit separated from the world--she's retreated away, and she cannot consciously affect anything happening in the world. She cannot answer prayers, or give visions, or perform any sort of miracles. The elves no doubt 'worship' her out of thankfulness for what her dreams have created, and perhaps in sympathy for her sorrow, but this does not strike me as being in the nature of humans...
Perhaps I have interpreted something incorrectly, though. Artimidor can perhaps shed more light... Or maybe the Helcrani see "Ava" as a amalgamation of gods? Perhaps they practice a kind of semi-monotheistic worship that involves rolling all the gods and goddesses into one?
In terms of temples, I think Jernais is a suitable city for Etherus, and Foiros would be content to have a temple in Salsair.
Apropos saints and relics: I recall that Talia was working on a saints project. I'm hesitant to continue such a project without her, but as the conversation seems to be veering off into the religious state of Santharia, it may be worth spinning off this topic into another thread, if there's enough interest to do so. And naturally, I'm hesitant to make decisions without the historical development being ready--another place we need Talia!
I would still love comments/suggestions to the Resources list! I will work on integrating your comments, Mina. Thank you!
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"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
Mina
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Re: Vardınn Master Plan Discussion
«
Reply #138 on:
16 December 2011, 00:34:30 »
Quote
The 12 are occasionaly worshiped in Milkengrad and there are their temples there, but not by the Helcrani (or maybe considered something like personifications of Ava's powers, if there is need to have them there as well).
Maybe they believe that the Twelve are how Ava manifests herself in her dream? Or guardians of some sort created to look after the world?
Quote
The Centoraurians worshiped the 12 but after centuries with the Helcrani their beliefs became copromised a bit. My intention was to keep them with the 12, but it is not set in stone...
Perhaps, due to Helcrani influence, they also worship Ava in addition to the other 12 gods? Or maybe some of them do.
Quote
The elves no doubt 'worship' her out of thankfulness for what her dreams have created, and perhaps in sympathy for her sorrow, but this does not strike me as being in the nature of humans...
Hmm, why not? It might not be called worship, but having some sort of ritual show of veneration doesn't seem that strange to me if they believe in Ava. And that's assuming that the Humans who worship Ava share the belief that she doesn't consciously affect the world.
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Rayne (Alır)
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Re: Vardınn Master Plan Discussion
«
Reply #139 on:
16 December 2011, 13:38:31 »
I realized the only way to help keep the religion topic from completely eating my Vardınn thread was to make a discussion for Santharian Religion, so that can be found
here
. I'm not really used to leading discussions of this type, so please be patient with me!
I have tried to integrate Mina's comments, though I think so did so rather haphazardly.
Please take a look and let me know if anything looks amiss! I think it's slowly beginning to form into something that looks like a complete list, but there's a lot that still needs to be discussed/worked out--like what cities will need marble? Where will gold/silver/copper be sent, and how will coining money be handled?
I'm particularly concerned about the latter. After all, something like currency seems like it should be strictly regulated! Any thoughts on this?
1)
Vairntin
Fish (+)
Crops (0)
Livestock (0)
Lumber (0)
Iron (-)
2)
Phaeverton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Cloth (0)
Livestock (0)
Lumber (0)
Wood Products (-)
Iron (-)
3)
Caeyserton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Cloth (0)
Livestock (0)
Lumber (0)
Wood Products (-)
Iron (-)
4)
Aemyrton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Cloth (0)
Livestock (0)
Lumber (0)
Wood Products (-)
iron (-)
5)
Erdefra
Fish (+)
Livestock (0)
Lumber (0)
Crops (0)
[...]
6)
Isgar
Fish (+)
Lumber (+)
Crops (0)
Livestock (0)
iron (-)
[...]
7)
Pelasgarth
Crops (+)
Livestock (+)
Fish (0)
Lumber (0)
[...]
8)
Tyrcuron
Fish (+)
Livestock (0)
Crops (0)
Lumber (0)
iron (-)
[...]
9)
Argammon
Fish (+)
Livestock (0)
Crops (0)
Lumber (0)
[...]
10)
Deraheim
Salt (+)
Fish (+)
Crops (+)
Livestock (0)
[...]
11)
Herstengrad
Fish (+)
Crops (+)
Lumber (+)
Livestock (+)
Horses (+)
Lumber (0)
Iron (-)
[...]
12)
Arlemaroth
Fish (+)
Crops (+)
Horses (+)
Livestock (+)
Lumber (0)
Iron (-)
[...]
13)
Ahaiwana
Burning Stones (+)
Iron (+)
Silver (+)
Gold (+)
Lumber (-)
Fish (-)
[...]
14)
Heleroth
Iron (+)
Silver (+)
Gold (+)
Burning Stones (+)
Livestock (0)
Lumber (-)
Crops (-)
Fish (-)
Salt (-)
[...]
15)
Sostra
Livestock (+)
Lumber (+)
Silver (+)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
16)
Menegula
Livestock (+)
Lumber (+)
Silver (+)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
17)
Codomma
Livestock (+)
Lumber (+)
Silver (+)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
18)
Vesolda
Fish (+)
Lumber (+)
Livestock (0)
Crops (0)
Horses (-)
[...]
19)
Bosinwais
Xazuran (+)
Burningstones (+)
Iron (+)
Silver (+)
Gold (+)
Lumber (0)
Livestock (0)
Horses (-)
20)
Aberwald
Fish (+)
Lumber (0)
Crops (0)
iron (-)
Horses (-)
[...]
21)
Emja
Fish (+)
Silkel (0)
Lumber (0)
Iron (-)
Horses (-)
[...]
22)
Aemyressa
Lumber (+)
Silkel (+)
Crops (0)
Salt (-)
Iron (-)
Horses (-)
Fish (-)
[...]
23)
Cardos
Salt (+)
Silkel (+)
Lumber (0)
Crops (0)
Fish (0)
Salt (-)
Iron (-)
[...]
24)
Liosa
Salt (+)
Silkel (+)
Artisan Good: Cloth (+)
Lumber (0)
Crops (0)
Fish (0)
Salt (-)
Iron (-)
A)
Thyslan
Crops (+)
Livestock (+)
Fish (+)
Lumber (0)
Iron (-)
Gold (-)
Silver (-)
Copper (+)
Marble (+)
[...]
B)
Milkengrad
Artisan Good: Pottery (+)
Artisan Good: Armor (+)
Artisan Good: Ships (+)
Dyes (+)
Livestock (0)
Cotton (0)
Silkworm (0)
Artisan Good: Cloth (0)
Crops (-)
Foodstuffs (-)
Fish (-)
Iron (-)
Lumber (-)
Horses (-)
Gold (-)
Silver (-)
Copper (+)
Marble (+)
C)
Accam
Fish (+)
Lumber (0)
Livestock (0)
Crops (-)
Horses (-)
Iron (-)
Marble (+)
[...]
D)
Westhron
Fish (+)
Lumber (+)
Iron (-)
Horses (-)
Marble (+)
[...]
E)
Voldar
Silkel (+)
Lumber (+)
Crops (0)
Livestock (0)
Fish (0)
Salt (-)
Horses (-)
Iron (-)
Gold (-)
Silver (-)
Copper (+)
Marble (+)
[...]
F)
Cemphiria
Silkel (+)
Lumber (+)
Fish (0)
Crops (0)
Livestock (0)
Horses (0)
Salt (-)
Iron (-)
Gold (-)
Silver (-)
Copper (+)
Marble (+)
[...]
G)
Salsair
Fish (+)
Crops (+)
Livestock (+)
Horses (+)
Shellfish (0)
Lumber (0)
Artisan Good: Cloth (0)
Iron (-)
Dyes (-)
Gold (-)
Silver (-)
Copper (+)
Marble (+)
H)
Jernais
Salt (+)
Artisan Good: Wood Products (+)
Artisan Good: Cloth (+)
Crops (0)
Silkel (0)
Lumber (-)
Cotton/Wool (-)
Dyes (-)
Horses (-)
Fish (-)
Iron (-)
Gold (-)
Silver (-)
Copper (+)
Marble (+)
Goltherlon
(Golgnomes)
Iron (+)
Coal (+)
Dyes (+)
Burning Stones (+)
Lumber (0)
Fish (0)
Crops (-)
Salt (-)
Southern High Fores
(Thrumgolz Dwarves)
Rockwool (+)
Granite (+)
Coal (+)
Gold (+)
Silver (+)
Copper (+)
Marble (+)
Crops (-)
Fish (-)
Lumber (-)
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
Drasil Razorfang
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Re: Vardınn Master Plan Discussion
«
Reply #140 on:
18 December 2011, 09:42:12 »
A quick question: What do the +, 0, and - icons stand for? I'm assuming + means they have it in abundance or produce it, and - means it is scarce. I can't, however, figure out what the 0 is.
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Deklitch Hardin
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Elf friend
Re: Vardınn Master Plan Discussion
«
Reply #141 on:
18 December 2011, 13:18:17 »
0 means that they have enough for their own needs, and so don't need to import it, nor do they have enough to export it to other areas who need that particular good.
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"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 (Alır)
Dreamress
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Re: Vardınn Master Plan Discussion
«
Reply #142 on:
19 December 2011, 13:48:57 »
Whew! OK, this should be more or less complete. I still need help with the issue of coining money!
Also, this list has finally gotten to the length which exceeds the post character limit, so I'm breaking it up into two posts. Please let me know if I've left something out!
1)
Vairntin
Fish (+)
Crops (0)
Livestock (0)
Lumber (0)
Artisan Good: Pottery (0)
Artisan Good: Cloth (-)
Iron (-)
2)
Phaeverton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Artisan Good: Pottery (0)
Artisan Good: Cloth (0)
Livestock (0)
Lumber (0)
Wood Products (-)
Iron (-)
3)
Caeyserton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Artisan Good: Pottery (0)
Artisan Good: Cloth (0)
Livestock (0)
Lumber (0)
Wood Products (-)
Iron (-)
4)
Aemyrton
Fish (+)
Jams/Jellies (+)
Cheese (+)
Wool (+)
Artisan Good: Pottery (0)
Artisan Good: Cloth (0)
Livestock (0)
Lumber (0)
Wood Products (-)
iron (-)
5)
Erdefra
Fish (+)
Livestock (0)
Lumber (0)
Wool (0)
Artisan Good: Pottery (0)
Artisan Good: Cloth (0)
Artisan Good: Wood Products (0)
Crops (0)
[...]
6)
Isgar
Fish (+)
Lumber (+)
Artisan Good: Pottery (0)
Artisan Good: Wood Products (+)
Artisan Good: Cloth (0)
Wool (0)
Crops (0)
Livestock (0)
iron (-)
[...]
7)
Pelasgarth
Crops (+)
Livestock (+)
Wool (+)
Artisan Good: Cloth (+)
Fish (0)
Lumber (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (-)
[...]
8)
Tyrcuron
Fish (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Crops (0)
Lumber (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (-)
iron (-)
[...]
9)
Argammon
Fish (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Crops (0)
Lumber (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
[...]
10)
Deraheim
Salt (+)
Fish (+)
Crops (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
iron (-)
[...]
11)
Herstengrad
Fish (+)
Crops (+)
Lumber (+)
Livestock (+)
Wool (+)
Artisan Good: Cloth (0)
Horses (+)
Lumber (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
Iron (-)
[...]
12)
Arlemaroth
Fish (+)
Crops (+)
Horses (+)
Livestock (+)
Wool (+)
Artisan Good: Cloth (0)
Lumber (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
Iron (-)
[...]
13)
Ahaiwana
Burning Stones (+)
Iron (+)
Silver (+)
Gold (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Artisan Good: Wood Products (-)
Lumber (-)
Fish (-)
[...]
14)
Heleroth
Iron (+)
Silver (+)
Gold (+)
Burning Stones (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Wood Products (-)
Artisan Good: Pottery (0)
Lumber (-)
Crops (-)
Fish (-)
Salt (-)
[...]
15)
Sostra
Livestock (+)
Wool (+)
Artisan Good: Cloth (+)
Lumber (+)
Silver (+)
Artisan Good: Wood Products (+)
Artisan Good: Pottery (0)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
16)
Menegula
Livestock (+)
Wool (+)
Lumber (+)
Silver (+)
Artisan Good: Wood Products (+)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Livestock (0)
Crops (-)
Fish (-)
Salt (-)
[...]
17)
Codomma
Livestock (+)
Lumber (+)
Silver (+)
Artisan Good: Wood Products (+)
Artisan Good: Pottery (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Crops (-)
Fish (-)
Salt (-)
[...]
18)
Vesolda
Fish (+)
Lumber (+)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Crops (0)
Horses (-)
[...]
19)
Bosinwais
Xazuran (+)
Burningstones (+)
Iron (+)
Silver (+)
Gold (+)
Artisan Good: Wood Products (0)
Lumber (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (-)
Horses (-)
20)
Aberwald
Fish (+)
Artisan Good: Wood Products (0)
Lumber (0)
Crops (0)
Livestock
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
iron (-)
Horses (-)
[...]
21)
Emja
Fish (+)
Silkel (0)
Lumber (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
Iron (-)
Horses (-)
[...]
22)
Aemyressa
Artisan Good: Wood Products (+)
Lumber (+)
Silkel (+)
Livestock
Wool (0)
Artisan Good: Cloth (0)
Crops (0)
Artisan Good: Pottery (-)
Salt (-)
Iron (-)
Horses (-)
Fish (-)
[...]
23)
Cardos
Salt (+)
Silkel (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
Lumber (0)
Crops (0)
Fish (0)
Salt (-)
Iron (-)
[...]
24)
Liosa
Salt (+)
Silkel (+)
Artisan Good: Cloth (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Artisan Good: Wood Products (0)
Lumber (0)
Crops (0)
Fish (0)
Salt (-)
Iron (-)
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 (Alır)
Dreamress
Santh. Member
Gained Aura: 117
Offline
Gender:
Posts: 4.466
Re: Vardınn Master Plan Discussion
«
Reply #143 on:
19 December 2011, 13:51:55 »
A)
Thyslan
Crops (+)
Livestock (+)
Wool (+)
Artisan Good: Cloth (+)
Fish (+)
Lumber (0)
Artisan Good: Pottery (0)
Artisan Good: Jewelry (-)
Iron (-)
Gold (-)
Silver (-)
Copper (-)
Marble (-)
[...]
B)
Milkengrad
Artisan Good: Pottery (+)
Artisan Good: Armor (+)
Artisan Good: Ships (+)
Artisan Good: Jewelry (+)
Dyes (+)
Livestock (0)
Cotton (0)
Silkworm (0)
Artisan Good: Cloth (0)
Wool (0)
Crops (-)
Foodstuffs (-)
Fish (-)
Iron (-)
Artisan Good: Pottery (-)
Artisan Good: Wood Products (-)
Lumber (-)
Horses (-)
Gold (-)
Silver (-)
Copper (-)
Marble (-)
C)
Accam
Fish (+)
Artisan Good: Wood Products (0)
Lumber (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Artisan Good: Jewelry (-)
Crops (-)
Horses (-)
Iron (-)
Marble (-)
[...]
D)
Westhron
Fish (+)
Lumber (+)
Artisan Good: Wood Products (+)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Artisan Good: Jewelry (-)
Iron (-)
Horses (-)
Marble (-)
[...]
E)
Voldar
Silkel (+)
Lumber (+)
Artisan Good: Wood Products (+)
Artisan Good: Armor (+)
Artisan Good: Jewelry (+)
Crops (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Fish (0)
Artisan Good: Pottery (-)
Salt (-)
Horses (-)
Iron (-)
Gold (-)
Silver (-)
Copper (-)
Marble (-)
[...]
F)
Cemphiria
Silkel (+)
Lumber (+)
Artisan Good: Wood Products (+)
Fish (0)
Crops (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Horses (0)
Artisan Good: Jewelry (-)
Salt (-)
Iron (-)
Gold (-)
Silver (-)
Copper (-)
Marble (-)
[...]
G)
Salsair
Fish (+)
Crops (+)
Livestock (+)
Wool (+)
Artisan Good: Cloth (+)
Horses (+)
Artisan Good: Jewelry (+)
Shellfish (0)
Lumber (0)
Artisan Good: Wood Products (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Iron (-)
Dyes (-)
Gold (-)
Silver (-)
Copper (-)
Marble (-)
H)
Jernais
Salt (+)
Artisan Good: Wood Products (+)
Artisan Good: Cloth (+)
Crops (0)
Silkel (0)
Artisan Good: Jewelry (-)
Artisan Good: Pottery (-)
Lumber (-)
Cotton/Wool (-)
Dyes (-)
Horses (-)
Fish (-)
Iron (-)
Gold (-)
Silver (-)
Copper (-)
Marble (-)
Goltherlon
(Golgnomes)
Iron (+)
Coal (+)
Dyes (+)
Burning Stones (+)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Lumber (0)
Fish (0)
Crops (-)
Salt (-)
Southern High Fores
(Thrumgolz Dwarves)
Rockwool (+)
Granite (+)
Coal (+)
Gold (+)
Silver (+)
Copper (+)
Marble (+)
Artisan Good: Wood Products (0)
Livestock (0)
Wool (0)
Artisan Good: Cloth (0)
Artisan Good: Pottery (0)
Crops (-)
Fish (-)
Lumber (-)
Boldar Forest
(Aellenrhim)
Artisan Goods: Cloth (+)
Dyes (0)
Granite (0)
Artisan Good: Wood Products (0)
Artisan Good: Pottery (0)
Artisan Good: Armor (0)
Artisan Good: Jewelry (0)
Fish (0)
Livestock (0)
Wool (0)
Lumber (0)
Fish (0)
Crops (0)
Iron (0)
Salt (-)
«
Last Edit: 19 December 2011, 23:13:49 by Rayne (Alır)
»
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"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
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Re: Vardınn Master Plan Discussion
«
Reply #144 on:
19 December 2011, 14:13:49 »
An aura from me Rayne for all the hard work you are putting into this.
Dek
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Mina
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Re: Vardınn Master Plan Discussion
«
Reply #145 on:
19 December 2011, 23:01:23 »
Wow, that's quite impressive. You missed putting a value for granite in the Bolder section though. Is the Thaelon involved in the trading in any way? It has some Aellenrhim, doesn't it?
What about coining money do you need help with? It's not something I'm familiar with, but I could try looking around some information.
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Rayne (Alır)
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Re: Vardınn Master Plan Discussion
«
Reply #146 on:
19 December 2011, 23:13:06 »
Thanks, guys! It really wasn't so hard, and a lot of this is fairly haphazard, in any case Granite should be (0)--I will go back and add it to the post to avoid posting all that mess again!
I'm curious about how the coining of money is regulated. Things might get problematic if each province could produce as much coined money as they wished. Perhaps there's some Santharian Finance Minster in New Santhala who directs how much money each province is allowed to produce in a year in order to moderate inflation? Or is coinage even produce in provinces? Perhaps it's all produced in New Santhala and carted off to each provincial capital?
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"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
Mina
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Re: Vardınn Master Plan Discussion
«
Reply #147 on:
20 December 2011, 01:16:37 »
From what I can tell, the value of medieval coins were tied to the value of the metals they were made from, and how much of that metal they contained. Regulation was apparently focused on the metal content of the coins. Interestingly, it seems that medieval coins tended to decrease in value over time as the regulated amount tended to get smaller and smaller (apparently it increased profits or something for the lords and others involved in regulating and minting the coins), which would then motivate the creation of new types of coins that contained greater amounts of that metal (and hence had higher value). It all looks pretty complicated and I'm not sure if I got everything right.
Anyway, having all coins be produced in New Santhala is probably too impractical considering the size of Santharia. The coins will be vulnerable to bandits and such too while they're being transported to the provinces. Based on what's written in the Ranks and Titles entry, I don't think the central government of Santharia is powerful enough to have a finance minister either, or at least one that is particularly effective. Well, the central government might issue some coins of its own, but I would guess that many local authorities have the power to do that too; Thanes, Dukes, and maybe some of the more powerful Gravens.
There is a very old Santharian Currency entry that describes a unified monetary system introduced by Santhros, but I'm not sure it could have lasted to the present time. Besides needing a strong central government to enforce it (which Santharia does not seem to have), there's also the fact that the more recently developed history has Santharia breaking up for quite a while, which should at least create plenty of new local currencies even if the old unified currencies did not fall out of use.
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Rayne (Alır)
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Re: Vardınn Master Plan Discussion
«
Reply #148 on:
20 December 2011, 10:14:19 »
You are fantastic, Mina! You must be an academic at heart--you are so good at collecting relevant information.
It does seem fairly complicated. While there may not be a centralized government strong enough to regulate the minting, I would suppose that perhaps the provincial governments may be strong enough for this kind of regulation? Given what I currently have down regarding politics--including annual meetings and whatnot--perhaps it may be reasonable that the province regulates its own coinage?
This also might fit nicely into what's already on the site. From what I understand, the currency is more or less set (i.e. sans, silverbards, ods, etc.), but there are provincial variations with regards to the faces printed on the coins themselves. This is already partially done for Vardınn. The provincial variations helps to maintain some kind of consistency across the kingdom at least in regards to names (if not exact values), while also differentiating the coins, allowing merchants to accept or refuse coins from other provinces.
So perhaps we might say that, from Voldar, the quantity of coinage to be minted in a year is strictly regulated by the Ministers of Finance. The amount of coinage created per year is often the same, and responsibility for creating it is distributed among select cities, including, say, Voldar, Thyslan, Salsair, Cemphiria, and Milkengrad. Maybe Jernais, too. What do you think, Mina?
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"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
Mina
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Re: Vardınn Master Plan Discussion
«
Reply #149 on:
20 December 2011, 13:01:21 »
Actually I simply searched on Google and Wikipedia, which aren't very academic.
Provincial governments might or might not be able to enforce a single currency, depending on the province. Xaramon probably can't; the Dukes, and Ximax, probably all issue their own currencies. Vardynn looks like it might be able to. It needs more than annual meetings though, I think. Specifically, some way to prevent local authorities from issuing their own currencies. It's basically a law enforcement thing, I guess.
I didn't see much mention of quantity being regulated, and I'm guessing it's not that necessary, especially for the more common coins. Since their values are based on their content, they shouldn't change too much even if the quantity of coins in circulation is changed. Like I said, it's probably the content that is regulated. I imagine there would be inspectors going around to the mints and performing tests on the coins and such.
Possibly, different cities or authorities might have different permissions regarding the types of coins they can mint? So for example, perhaps just about every city in the province can mint Sans, but only Voldar and Milkengrad can produce Goldbards?
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