Showing posts with label city. Show all posts
Showing posts with label city. Show all posts

Monday, 5 June 2017

Ghabnah and Turachgekhan

The speakers have entirely opposite (but to the voiceless, indistinguishable) plans how to achieve understanding of the world. Wizards believe that the world will make sense only as a whole, while mages seek to understand each detail first, then assemble them all. Both ways have been codified early in history by the greatest thinkers of their time, who are today's idols of their respective beliefs, Ghabnah and Turachgekhan.

Ghabnah, who is thought to have been a beja mage, wrote the first magical tome collecting the spells strung together from the words of power. This First Book of Magic, or Ghabnah's Book, also contains the principles mages should follow. It is constantly being revised and modernized, and there are different interpretations of her thoughts.

"Look at any one thing and find that it is made of parts. Learn their workings - learn every thing's workings, and you may finally understand the world's workings as well."
— Ghabnah

Wizards follow the teachings of Turachgekhan, a rhu'khach sage, who said that the world is wondrous and whole, and can be only understood if one dares to broaden one's mind to encompass it. Today, wizards are acknowledged as skilled holistic thinkers. Each spell is invented at the time it is cast and has widespread effects.

"Look at how marvelous the world is intertwined, and everything inseparable from everything else. We know the Great Spirit is at the foundation of it all, but we only know this, we do not grasp it - and when we finally do, I believe it will be most grand."
— Turachgekhan

Neither Ghabnah nor Turachgekhan said anything about hating on the other half of the human supernaturals. Some very optimistic philosophers even believe in unification of both schools. The fact however remains that in six millenia, no-one has learned both the way of the mages and wizards.


Artists' notes
There had to be idols among the speakers, and the most important idols would of course be the founders of their way of life. There's much to say about speakers, spells, and the philosophies. It's sometimes thought that maybe spells are "poisonous", because it's only after casting their first spell that speakers are set in one way.

Sunday, 13 November 2016

The Eastwesterners

"A few years ago, some wise guy thought if he murdered an Eastwesterner, there would be an open spot for him. It speaks for their skill that the fool survived his stunt. I think they made him a listener as punishment, but that won't improve his chances either."
— Adjila, Gamahanian
The Eastwesterners are the famed defenders of the great city Gamahan. They defend the city first and foremost, while they also have less known objectives. Their honour is legendary, as is their strength; their main weapons are the five-man-bow and the hammeraxe, even the raganaj among them wear full armour and can still fly, in short, the Eastwesterners are a sight to behold.
The Eastwesterners are a small order, with little more than two hundred members at any time. The city council may call upon them, but rarely does, and so the Eastwesterners frequently lend their strong arm to the voices and their unfathomable goals.
"As students we used to imagine legendary warrior team-ups, and we all agreed: The most impressive would be a bunch of Eastwesterners and a handful of Brightholdians. We excitedly shuddered at the thought; I do hope that a need for something like that never arises."
— Renolen Megurin, captain
The legendary feat of the Eastwesterners was the protection of Gamahan during the Splinter War. When the shapeshifter armies invaded, the Eastwesterners were the spearpoint of the counterattack, and their devastating blows, fierce tactics, and unwavering line freed Gamahan within only days; a service the Gamahanians have not forgotten.


Artists' notes
Factions, orders, and guilds are among my favourite subjects in computer rpgs; which to choose, how to balance the sometimes contradictory principles, what ranks to obtain in which order to gain what special feats and skills...
Ever since I learned of the existence of oversized bows - to be drawn lying down and using both hands and feet, with arrows the size of spears - I wanted to have a fantasy element where that is the actual main weapon, and here we are.

Friday, 9 September 2016

Council City Clom Vah

"The discrepancy between the rough cliffs and the friendly citizens, the bright port and light-dappled city, the carelessness and involvement of Clom Vah is nothing short of puzzling, and amazing."
— Lerronor Stronghand, traveller
Clom Vah is the council city of Gdera. All Gderan states and peoples send emmissaries here for talk, trade, and dispute. It lies at the bend of the Mahal Bay on the east coast, atop a sheer cliff, and is built into the gigantic trees of the Great Green forest, the boroughs connected with hanging bridges, high streets, passenger birds, or even sailgliders. Its only competition in importance is mighty Gderet's capital Etnaprishta.
Most famous is the Clomvahian voice hall, the largest there is, roofless and housing the sitting dryads' statues, as well as a large number of voices, and a veritable army of listeners.
"There's no point in denying one's own fault, and stupidity and pride along with it. Better, and wiser, to admit, and fix, and no tears will have to be shed."
— Gderan saying
The Clomvahians dress in vividly coloured chestcloth and hip-wrap, and what skin shows is bedecked with large jewelry and graphical shapes of paint. They are, as most Gderans, happy to share living space, and Clom Vah's streets are bustling with animals. Clomvahians embrace the new, are optimistic to a fault, very forthcoming, outspoken, and open-hearted. Some visitors are irritated by this, but the chance of meeting an actual Clomvahian amidst all the travellers is only one in three.


Artists' notes
I remembered adventure novels of my childhood, describing the foreign ways of exotic peoples, and wanted some of that to be mirrored in Clom Vah's culture - almost radical, but suitable to their environment; certainly strange, but relatable; and smart, even noble, once understood. The idea for the traditional dress came from the elven race sheet. I recently developed institutions of Clom Vah which will be introduced later, like the Mage's School.

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.

Friday, 1 April 2016

Art on deviantArt: Curse, Starmaker squared, and Agorisai

More art published on deviantArt: Curses, also described in a blog article, Starmaker - the avatar of the Area - and the city of Agorisai, that recently had its blog article published.

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 )