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Author Topic: Construction Zone; New Ideas And Concept Announcements  (Read 10062 times)
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Miraran Tehuriden
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« on: 14 September 2008, 01:22:01 »

Dear fellow Moderators and Developers,

If you conceive of a brilliant idea or new concept, and want to place it somewhere on the magnificent continent of Nybelmar, post it here!

Rules;

1) Be as concise as possible, diving the bare layout of your idea, we don't need whole entries here.

2) If applicable, try to add a map cut-out including some basic information, this is often easier to understand than a textual place description, and makes for less misunderstandings.

3) No debating of ideas in this thread. If you have issues with a concept announced here, edit the announcement to alert the poster (in a bright colour!), and start a discussion thread in a plain topic.

4) If you read an announcement and have no issues, please edit the post and add a quick line saying so.

5) If a concept has not received an alert/ok after 14 whole days, it can be considered problem free. (I am now assuming we all can check this topic once/ 2 weeks. Tell me if that's a problem for someone)
« Last Edit: 14 September 2008, 01:45:06 by Miraran Tehuriden » Logged

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"The whole POINT of Nybelmar is that no one has any idea whats going on, overly long entries keep it that way." - Decipher Ziron
Coren FrozenZephyr
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« Reply #1 on: 14 September 2008, 01:42:12 »

Interest declaration: New sub-tribe of the Krean; somewhere around the ? mark in Ivieth. More to come later. (ie just leave that empty area empty for now)


PS: Edited a few typos in your post above Mira.
Whoops! Thanks..

Let us make the period 2 weeks. After all, anything posted here should only be in the brainstorming phrase so no hurry to get it done.
Fine by me, as long as we have a maximum time limit.

People without moderator status cannot edit the posts here, but they can always make a new post underneath and one of us can tidy up afterwards.

-Miraran


Decipher: No issues from my side with this- Interested in the details though.....
« Last Edit: 14 September 2008, 06:21:50 by Decipher Ziron » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

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Miraran Tehuriden
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« Reply #2 on: 14 September 2008, 05:20:26 »

Concept Announcement (sortof);

I would like to populate the Germon Doith with both the Cairnhoom, on the surface, as the Moh'sys, below ground. Moh'sys presence will be speculated, nothing more (so no fancy Moh'sys insider information). Any semi-direct information is solely based on Tiquaitan relics.

Coren: approved!

Decipher: I especially like the lack of confirmation and relic based ideas
« Last Edit: 14 September 2008, 06:19:41 by Decipher Ziron » Logged

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« Reply #3 on: 17 September 2008, 01:56:00 »

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




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 induce a climate very much like that of the Plains of Zhun, which is rater milder perhaps from what 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: 10 December 2008, 21:21:48 by Coren FrozenZephyr » Logged

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« Reply #4 on: 17 September 2008, 03:00:53 »

Oh, and before I forget: rumours of the Darklord etc Mira & I discussed in Essalui Thareliath; will come in handy in the next Shadow War
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"That doesn't sound like much of a rule!"
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« Reply #5 on: 20 September 2008, 09:43:25 »

Not really a concept, rather just a reference note:

Germon Doilth= Full of Nasty things (in some ways a more evil manifestation of the 'opposite' theme of the Kaereth Plains [i.e. Giant insects....just they eat you etc. etc.)
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« Reply #6 on: 07 December 2008, 06:43:52 »

A concept for the Forests Southwest of Ivyieth:

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.
« Last Edit: 12 December 2008, 06:36:08 by Miraran Tehuriden » Logged

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« Reply #7 on: 15 December 2008, 05:22:37 »

I can supply you with info an Sarthera; I was supposed to write it one day anyway... But first: Decipher's email.

Mira; In your PM-box Coren!

Sorry Mira, I was imprecise with my language! I meant: first I need to respond to the email/questions Deci sent me ;)



Something occured to me: Instead of uri-checking all the concepts I promised to check and answering the PMs/emails individually... perhaps I should use my freetime to re-write the Nybelmar overview? There were a few problems that I promised to help Eleyr with anyway. It might be quicker to sketch out the basics that way. At any rate, I really do not have anything more than a paragraph or two to say on any of these new tribes I put on the map...

What do you think?

Mira; Mira Says: Always Start At The Beginning!



DECI: Yes Coren, an Overview would be a wonderful idea. I assume you would need bits and pieces from us to tie in overviews of our respective brainchildren though, yes?



COREN: That would be very much appreciated, yes  As would any help with the cross-referencing - especially the flora/fauna that has been created since you started piling the list
« Last Edit: 16 December 2008, 20:37:17 by Coren FrozenZephyr » Logged

"Everything should be as simple as possible and not simpler." Albert Einstein

"Is he allowed to do that?"
"I think that comes under the rule of Quia Ego Sic Dico."
"Yes, what does that mean?"
"'Because I say so', I think."
"That doesn't sound like much of a rule!"
"Actually, it's the only one he needs." (Making Money by Terry Pratchett)
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« Reply #8 on: 28 December 2008, 20:51:49 »

This topic still needs our attention guys and gals, we need a name to refer to in our entries!

Coren: I thought we decided to go with "Enkyklopadie Nybelmarnica"?
Mira-> Done and done then.
« Last Edit: 03 February 2009, 02:56:35 by Miraran Tehuriden » Logged

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« Reply #9 on: 03 February 2009, 03:01:48 »

Eyes and Marks and Signs oh my!

These are a rough paint scetch of a sign that can be seen as the mark of Vikthi (upper version) or in its inverted form, the Eye of Aniss (lower version). These marks must be an inversion of eachother, as per the "Vikh entry, so if i must provide Quellion with a Mark of Vikthi for the Ter'ei'Vikh picture, the shape of the Eye must also be determined.

So, what does Lord Coren make of this? Acceptable?

Coren: Fine by me! Plus, there is always scope for artist freedom later on - it is not as if one can go back 5000 years in time and grab the nearest Ancient Krean for a comparison: "Ahm, excuse me my lady - would you be so kind as to turn around for cross-referencing purposes?"

I've actually been toying with two ideas, which can be used cumulatively: (1) The Eye actually varies between each of the "derivative" Krean tribes so that none of the marks we have today actually represent the original. But of course all these tribes could then have their own notions about what the original looked like - just like the Vikh think it was an inversion of theirs. (2) Over the centuries, scholars might have accumulated several different accounts of what the Eye looked like - owing to scholarly mistakes; inaccurate artistic representations; the sheer amount of time that has passed etc. (Sorry, I am a bit tired today; sentences don't flow as usual)

Let me know what you think


Fine with me, as long as the Kaerath Lillivear are showing something at least resembling the inverted Mark, since they share a group of fairly recent ancestors. Sending the Mark to Quellion then!
« Last Edit: 03 February 2009, 04:54:38 by Miraran Tehuriden » Logged

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« Reply #10 on: 07 March 2009, 07:51:39 »

Nybelmarian Tribe Proposal- The Alkarun Men

(This here, assuming it is accepted, would be a joint project between Rookie and Deci)

The Alkarun (Al-ka-roon) are a tribe of particularly interesting nomads that exist within the naturally somewhat arid plains of the Moredein Tyrath. Primarily, it is the extravagant appearance of these unusual men that associates such great interest with them. Dusty terracotta red paints their skin, making the sandy to dark colours of their hair even bolder. The boldness of the Alkarun visage extends beyond simple coloration, however. The broad but low shoulders of the Alkarun give them a very pragmatic look, their strongly defined facial features and their generally focused demeanour gives them the appearance of a very patient people. Furthermore, they are blessed with unusually long earlobes, something that they pride themselves upon. They are so attached to them, in fact, that they intricately decorate them with small bones and often ridicule foreigners for having such conservative flaps of skin dangling from the sides of their heads.

The lives of the Alkarun revolve around the rather mysterious Yurratha beasts. It seems that the Alkarun have managed to design almost every facet of their life to accommodate these creatures, the sheer number of uses they have for the animal even leaving the more ‘civilised’ neighbours of the Alkarun dumbfounded. Be it foodstuffs from the creature’s milk and meat, tents and garments craft from the beast’s durable skin, medicinal tools harvested from their stomachs or as mobile transports for the vulnerable infants. Alkarun clans are more than happy to follow the nomadic beasts from pasture to pasture, but there is a deeply spiritual element to this.

The Alkarun have a deep religious relationship with their deity Trohf, who is believed to be the only male Yurratha (usually signified by overtly pronounced horns). As such, they rely of Trohf to divinely impregnate the Yurratha. Besides imploring the deity to fertilise their livestock, the Alkaruni Shamans (known as ‘Cloudsingers’) entreat Trohf to use his omnipotent ‘shape-shifting’ abilities to control the weather, making their lives in their arid conditions much easier. So strong is the relationship between the Cloudsingers and Trohf that groups of them are capable of changing the weather in a matter of minutes, supported by claims of Yurratha-shaped clouds floating over the plains. The Cloudsingers also practice a craft of weather control that allows them to direct lightning bolts, powerful winds and driving rain, making them fearsome opponents when threatened (though such feats have not been seen in years).

The spirituality of the Alkarun runs deep through their culture. As they associate masculinity with the divine, only men are permitted to become Cloudsingers and those that do not are almost guaranteed a life as a Yurratha tender. This association, however, leaves the Alkaruni women with vast number of professions to pursue: craftswomen, crop growers, pseudo-botanists, cheesemakers, homoeopathists, water-collectors, camp guards and many more. It is in fact not uncommon for Alkaruni women to take up more than one job within a clan, on top of caring for the needs of their families and homesteads. Such is the preoccupation of men that all other matters are taken over by the women. Clan chieftains are always female with those who organise trade and diplomacy being of the fairer sex as well.

Note: The Yurratha beasts are, in fact, hermaphrodites. Due to the fact that all creatures are capable of bearing children and have quite inconspicuous mating practices the Alkarun assume that they must all be female and that some otherworldly force (Trohf) must fertilise them.

Mira->Likes! Especially the note :P

Smith: All is well except the location. That area is supposed to be barren. And you have the dwarves keeping an eye on the caravans coming from the west and heading to Korweyn. Instead, I'd say you should move them to the Benderrath area (not just the mountains but the area around the mountains as well). We are supposed to have a nice collection of nomadic tribes there and these guys would be a good start.

Deci: You mentioned in the Drakus thread that this would be a big project Smith. Any more details on the Benderrans you might perchance want to share?

Smith: Hmmm... Lemme see... So we need a "bed" of nomadic populations that at some points in the Nybelmar history might or might not migrate eastwards (and maybe even westwards). The cause of these migrations would be, of course, their conflicts with the Chyrakisth. The Kassites in the Korweyn Empire for instance are such an example. They came from the west and so at that time Koldar and me were imagining that they came from somewhere around that area (Benderrath). However we were supposed to have more tribes there and not just the Kassites. Therefore we imagined those mountains and the area around them as the home of several nomadic tribes (Hmmm... if I actually remember right, the origin of the Anpagans could be traced down to those tribes as well). So, the project there would involve designing several nomadic tribes, each with their different culture. I would also favor something like a Benderran "capital" - a semi-nomadic settlement ran by a dominant tribe, or, if you'd like, by a sort of an anarchist agreement between these tribes living there. The latter would be harder to implement, but it would be really interesting if you like to delve in fantasy political structures (and not just fantasy philosophy - like, ok, you have all these nomads, now can you imagine how an anarchist society would work for them?) Because of their way of life and somehow harsh climate, the other regional powers would kinda leave them alone, so they would only have the Chyrakisth to worry about (plenty of support for demon mythology there, since the Chyrakisth are kinda demon-like). Big project then :D You don't have to deal with it all by yourself, of course, but this proposal could make up for a good start in that direction. You also have no imagination problems from what I see :P so I'm sure you'd have no problem crafting some history/story threads there connecting the east and west through these nomadic populations :) I cannot promise anything right now, really (my life's quite hectic at the moment) but if you have some specific stuff for me to do I might actually be able to really help with the project.

Coren: First of all, a slap on the head for Mira the Usurper for misappropriating my colour. That is now fixed. As regards the proposed tribe, no objections from this corner. Do we still have the Banderrath nomads?

Smith: I guess I'm stuck with orange? I kinda randomly picked it... Anyway, yes we still have the Benderrans around, that's what I was saying. Deci's proposal could be a first step towards that - as they're a collection of nomadic tribes living in that area, rather than just one.





Deci: Rookie and I pondered about this for a while and came up with this. The following tribes live in Benderra. Those with asterixes are past residents:

- Alkraun
- Brathawann
- Kimbalavv
- Sturawah
- Elkoran
- Pagans*
- Kassites*

The term 'Benderran' is quite vague in its usage, so here are the three defintions:

1. Follower of Prince Benderra

Prince Benderra of Elkoran (I think), after a prophetic dream, gathers a few of his kin to expell the Chyrakisth from the Northern Borders, or at least push them back again. His father, the King, falls ill and dies, but he refuses to take up the throne until he has united the various nomadic tribes. The Elkorani who initially followed Benderra in his attempts agaisnt the Chyrakisth were called 'Benderrans'.

2. A Citizen of the Benderrarchdom

Though cultural margins remained horridly apparent between the tribes after Prince Benderra's unification, all the nomadic peoples do recognise (to varying degrees of serverity) the authority of the Benderrarch (the current King of Benderrath). As such, all the tribes are collectively referred to as 'The Benderran Nomads'. Similar to how you may consider yourself French or Spanish, but still European.

3. Those of Mixed Blood

The most influential caste within the Benderrarchdom, at least in terms of their sphere of influence, is those of mixed nomadic blood. Due to the encouraged intermarriage between the tribes after the unification there are large numbers of peoples with mixed heritages. These people are referred to as 'Benderrans'. Benderrans are met with different receptions depending on the tribe. The Brathawann, for example, see 'hybrids' of Brathawann blood as beneath the pure-blooded tribe members, but see mixed-blooded members of other tribes as more important. Benderrans are important because they are considered to eliminate bias within the government (as all high-ranking officials, with exceptions to the Emissary Chieftans, are of mixed, Benderran blood- including the Benderrarch himself!).

Other notes on the Benderran system:

- Political Activity centres around the Capital City 'UNNAMED', which was carved into the side of 'UNNAMED' moutain a relatively equal distance from all the tribal territories.

- The Benderran military is made of Benderran Soldiers, but is assisted by various shamanic magi

« Last Edit: 22 March 2009, 20:19:18 by Decipher Ziron » Logged

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« Reply #11 on: 22 March 2009, 20:22:25 »

Bumping this so the new additions to the previous post aren't missed, will delete post once it has been acknowledged...
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« Reply #12 on: 22 March 2009, 22:30:50 »

Just a gentle nudge about Luminite, Deci.

DECI: Check your PMs
« Last Edit: 22 March 2009, 23:04:24 by Decipher Ziron » Logged

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« Reply #13 on: 22 March 2009, 23:58:31 »

This sounds all terrific interesting, it is a pity I'm occupied elsewhere ;)
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« Reply #14 on: 23 March 2009, 05:50:30 »

That sounds excellent :)

Here's one more link to something we were thinking about Benderrans that you should be aware of: http://www.santharia.com/dev/index.php/topic,3706.0.html

(you can save the link and delete this post if you want to unclutter the thread)
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