Showing posts with label architecture. Show all posts
Showing posts with label architecture. Show all posts

Thursday, 6 October 2016

The Standing Stones of Vrebin

As any standing stones, nobody can say when they were erected or who did it, and if one falls, they stand up again. Vrebin in southeastern Lozir is a widely known and mighty place of power. Around a handful of tall rock spires lie some buildings and ritual places; it is particularly attuned to cleansings and whisperings, and so, many craftsmen and collectors come here to do their work. Like most, the stones stand on a power knot. The actual city Vrebin lies some distance away, but is named after the same speaker, who first established the standing stones as a ritual place.
"I am going to Vrebin to become a speaker. I have long dreamt of it, as many of my family are speakers too - now I will join them. It must be wonderful to finally feel the Fifth Power."
— Enmit Riumnin, villager
Many places of power are protected by speakers, but of only one tradition at a time. If both traditions send guardians however, they always fulfill their duties harmoniously. The wizard and mage in charge of the Vrebin stones are known to be reasonable and understanding, but still hard as nails - they will not tolerate any violation of the rules. Among their duties is the keeping of the peace, but they also are caretakers of several dangerous artifacts, the mightiest being the Bloodcollar - the infamous necklace that, despite its power, is undesirable to most, because it got all its wearers killed; several times even by placespirits.
"Five attempts to steal the Bloodcollar, like there's a war coming. Don't they understand how dangerous the cursed thing is? I will send listeners to smoke the raiders out."
— Guard Olripe, to Guard Vastumid
Artists' notes
Menhirs are really cool, and I like "nobody sees how it happens" a lot, and made them erect themselves, like grass growing. When I came up with artifacts, I asked myself, where would they put the really dangerous ones? The answer is of course, you'll put it in a place where people are so powerful they can defend it against virtually anything. And so, standing stone sites are vaults for the most dangerous artifacts.

Friday, 10 June 2016

The Discordant Cities

"I don't care who thinks to be the first, greatest, or smartest. If I lose one more shipment of medicines because of their daft squabbling, I'll make them Tsiranian, and that will be that."
— Mainalhar II. of Tsir
The first of the Discordant Cities was Eligei, which was a rhu'khach city until they left, and returned to greatness some centuries later. Then the ruling families of Eligei began to quarrel all the time, until finally two of them left and founded new cities nearby. Then fighting started there too, citizens left, and founded their own cities. As they are located in the Tsiranian Gulf in Lozir, with rich fishing grounds and moderately fertile lands, new cities can survive easily. Today, they are twelve, and constantly fight among themselves. Pirates and mercenaries are set on each others' trade routes, cities are spied upon and sabotaged, embargoes enacted, and alliances are as short-lived as the morning dew.
"All the Oparikans have to do is acknowledge that Tassaar makes the better frigates, or we can just show them if they won't believe it. What do they take us for - Henassetans?!"
— Benengei, Tassaarian
On the other side of the gulf lies Lozir's largest kingdom, Tsir. The Tsiranian traders also fall victim to the dirty tricks of the Discordants, and the traditionally grumpy government grows impatient. Urlakal used to send diplomats, but since the Dimnerians invaded and the royal Urlakal family was exiled, it has been too unstable, and the Dimnerians are uncompassionate. Council city negotiators are still sent from Plokin, but the only solution - unification of the ridiculously likeminded cities - is openly attacked as an affront to the cities' sovereignty by all twelve.


Artists' notes
When I dotted city states onto the maps, a whole lot appeared around the Tsiranian Gulf, and I wondered how they got along. The more they became, the less they did, and now the "Streitende Städte" are a mischievous bunch of rascals. It spun away into the political situation of the entire region; Urlakal's civil war fitted perfectly. I love it when the open ends of my world connect seamlessly.

Tuesday, 22 March 2016

Council city Gamahan

"Seriously, there's only two species in your village? Odd."
— Kalimaik Gennidar, Gamahanian, to a traveller

Gamahan is Sawa's council city, and as such invites emissaries from all lands and tribes for talk and trade. Like all three council cities it's an own state, and may be the oldest city in the world; legend tells it stands where the spearbearer put down the spear Lefenned for the first time after the making of the world. The architecture is rich and diverse, and filled with primeval mechanics that are taken care of by the engineers from the neighbouring state Lebridge. Gamahan spreads over a cliff, with two thirds up above, and the rest down in the plains.

Gamahan means "circled land" in the old language Sorit, and the four city walls are perfect circles, spreading flawlessly over the cliffs. Each of the four boroughs is dedicated to one element and shows it proudly, with the western quarter (the Forest or Green Borough) being practically a forest, while craftsmen flock in the eastern quarter (the Earthen or Yellow Borough). The city's center is the Plaza of the Heavens, a gigantic open space surrounded by the world's supposedly most ancient structures, among them the famous Magician's School. Gamahan is infamous for its predatory paperwork - travellers may find themselves dutiable citizens sooner that they think.

"I'm supposed to pay taxes for what now?"
— Taqil Horan, new citizen

Most places have a traditional costume, but Gamahanians dress eclectically, only striving for a simple elegance. Common clothes are straight trousers and short-sleeved pullover shirt. In the third circle, nobody wears a hat; otherwise, clothes are combined freely.


Artists' notes
I made an ambitious street plan of Gamahan early on which had to be discarded because of its many mistakes; but the general structure, and some of the deep secrets have never changed. Although almost everything else about the council cities' role has - the geographic location, population, inner workings...
I don't dare call the image a matte painting, but it's drawn over a photo. I use this technique for concepts sometimes.

This article was sponsored by Samuel Ruggieri ( CEO http://voyagergames.com ) via my Patreon account ( http://www.patreon.com/JenniferLange )

Friday, 20 November 2015

Agorisai

"How hard can it be?"
— Agorisan motto
Agorisai in the Vernan Bay of northern Lozir is a widely visible landmark and is considered the oldest city after the council cities. It was built by the rhu'khach, evident by the ending -ai; every new building is erected on the ruins of an older one, and so the city is growing towards the sky. Streets are named after people, tribes, cities, events, and the number of the floor, for example, Ganronian Seventh Street.
Agorisans are good craftsmen, optimistic, and think they can do everything themselves, from cooking jam to drawing protective circles. They're aware of their city's political and economical power and are generous, if not entirely above a small self-serving deal here and there.
"We were thrown out of our own house by the goldfairies, and re-invited nine days later when the construction work was done, keeping the floor above from caving in. They could have just told us so. Or their human staff, for that matter."
— Rahimbe, Agorisan
Agorisans wear at least four layers of clothing, rich in traditional patterns, and colourfully dyed, with sandals and painted feet, and the hair knotted high on the head.
Foreigners love the beautiful clothes, but barely understand the heraldic meanings.

The city's creative architecture and old buildings are left from the Diamond Age when the rhu'khach ruled, their palaces and official buildings are spread over the city's rock spires. Being so old, Agorisai is also littered with relics left by spells and Area travellers. For example, one can't see the opposite side of the street of Telfur's Ninth Road; Gald's Tree changes the floor every year, and it's custom to donate its sweet fruit to the voice hall.


Artists' notes
When it became clear to me that the rhu'khach of old had an empire, they had to have left some ruins or such, but then I thought, why ruins? People of Earth still live on the same sites today than thousands of years ago, so why not keep the cities of the rhu'khach thriving as well.
Now that I've arrived at inventing cities, there is a whole new world of detail open to consider. I want them to be at least slightly real - while I loved the depiction of Minas Tirith in the LotR movies, and agree that for the purpose of storytelling I didn't care where it gets its food, with no apparent farmland for miles around, I do want to take care that my cities can be supplied. People have always been creative about making their living place work, so I don't worry about every tiny detail, just the general needs - water, farmland, trade routes and so forth.