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Map Revised and New addition


Edit: I made some edits to the map. Some portions weren't clearly defined so I tweaked colors and little things like that. One country I was working on was renamed. It also has a shiny new map for it along with some basic background information. I'm not entirely done with the info. I'm about half way at what I want to do this it. So I will hopefully be adding more soon.

Let me know what you think. And if you have anything written for any other location on the map, or an edit request for the map, drop me a line and I'll get right on it.

12/19/11
_______________________________________________________

This is a rough draft of the map for our realm. I only named three places because I'm currently writing something about them. But the rest are open and up to you.

How do you think our story should start?
Who are the major powers?
Where are you from and how do you fit into this story?
Is there anything about the map you do or don't like?

--Log in or sign up to see linked image content--


Countries Named:
Arhin Jad
Thundercrag
Fera (Southern most area)


Arhin Jad

--Log in or sign up to see linked image content--


Arhin jad

Lands of Arhin Jad
The mid to northwestern lands primarily consist of arid and sandy desert. It counts for nearly a third of Arhin Jad’s terrain. Further south, the sprawling desert fades into rocky grass lands. The grass land is fed by one of the four major rivers on the continent that comes of the mountain ranges to the east.
The country is broken up into territories and cities, the majority of which are situated near or around the river of Pha Najin (heaven’s thread) and along the coast lines. Each area is overseen by a governor that is voted in by the people of that area. All governors must answer to the High sultan who resides in what is the largest of the cities along the river and the capital, Shuktan. This formula holds true for the majority of the country with the exception of the northern desert and Reclaimed lands.
River Cities: The major cities directly along the river’s coast before it splits are referred to simply as the River Cities. The River Cities and the river itself make up the heaviest trade route in and out of Arhin Jad. The forests on the boarder of the country south of Arhin Jad are thick and its terrain and resident wildlife pose dangers that make it nearly impossible to cross with any ease. It’s usually enough to discourage travel from that direction. So anything coming in from the outside will likely come off the western coast or through the mouth of the Pha Najin.
The high trade from neighboring countries and the constant influx of information and cultural influences has made the River Cities unique and colorful places. Although there is openness to foreign knowledge and ideas, this willingness does not extend beyond these cities. Without special permission, no foreigner may travel further than the River Cities and only in south Shuktan. Trade from ships off the coast is kept to a minimum and in most cases foreign sailors are not allowed to go any further into the coastal towns than the docks.

SHuktan: This is capital city of Arhin Jad. Besides being the political hub of the nation, it is also known for its Library. The great Shuktan library is known to be the largest collection of the written word open to the public. The city plays host to a number of schools and higher learning for any number of careers. Shuktan itself means “place of knowledge”.
Alijad & Hanjad: Alijad and its sister city, Hanjad, are known best for their yearly festivals and events. AliJad loosely means the city of the day and Hanjad, the city of night. One of the major festivals the towns are known for, Hana To Rhin, takes place in two parts, one during the day, and the other at night. So, as its name sake, during this two part event, the day portions are celebrated Alija and vice versa.
Tphun
ShinPhad
Bakdadi
Phunjad
Naji


Southern Plains: The Southern plans include any city south of the Desert Territories that do not hug the main body of the Pha Najin (Heavens Thread) river. Much of Arhin Jad’s farming and industry is located in these outer regions. The southern plains supply the river city trade with the goods the country is best known for; Textiles, silks, leather goods, as well as the exotic fruits from orchards that are grown along the coast.
Akda Badi
Pakjai
Sushin
Jrhin
Takjan
Akterishtan
Trhinjad
Hakshuk

Desert Territories: The territories of the north are nearly completely desert with little relief from that fact within any of them. The western coast line is likely the most for giving and also the most heavily populated of areas of the territories. There are a few fishing villages and farms that cling to and travel along the northern coast line of the country. They rely on ship to skirt the coast and reduce the travel time between the secluded north and the more populated southern cities. Though most of the north’s populations resides near the sea, a handful survive within the heart of the desert. There are at least eleven known independent nomadic tribes. Only five are acknowledged by the High Sultan to have any political standing within the government of Arhin Jad.
The villages of the coast generally run their communities by council with power being held by either the eldest, the largest holders of land and property, or family. When needed, the villages will send three representatives on behalf of an entire territory. In times of war they must respond as any other city, and are required to contribute any reserves or man power that is requested of them.
The Nomadic tribes that still populate the Desert territories may govern themselves so long as they continue to pay homage to the High Sultan and contribute fighters in times of war. In order to maintain some control over the tribes, an immediate family member of the tribe’s leader must remain as a guest on a property of the High Sultan’s. This only applies to what are currently the five of the largest tribes.

Baknu: Baknu is the furthest north of the Desert territories. It contains twenty towns and villages along the coast.
Shuun: Shuun is the smallest of the Desert territories and is located south of Baknu and west of Akja. It is home to ten villages and towns along the coast.
Akja: Akja is the largest of the three territories and encompasses portions of the Maidad mountain range. There are only five villages that live on at the base and on the mountain itself.
About the Mountain villages:

Reclaimed Lands: Is the portions of land acquired during the War of _____... a constant military presence is held in
Terhi Jad Nu and only a few villages have been attempted here.




Culture of Arhin Jad.... coming soon

Last edited by Lasciel Caphra, 12/19/2010, 3:56 pm
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Re: We May Have a Map, We still need a name!!


HOLY JA-MOLY!!!!

This is AWESOME Lasciel! Wonderful job! I am very impressed! I can't wait to hear what others have to add to the flavor of this world!

GREAT JOB!

~Deakon~

---
Born and raised Eryndor,
Every thing else is just a foam stick...

http://www.dagorhiroftallahassee.webs.com
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Re: We May Have a Map, We still need a name!!


Thanks!! I hope everyone takes to it.
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Re: We May Have a Map, We still need a name!!


I am impressed O_O

---

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Re: We May Have a Map, We still need a name!!


are we any further with this map stuff? Story ideas? characterization? Any flava at all?

~Deakon~

---
Born and raised Eryndor,
Every thing else is just a foam stick...

http://www.dagorhiroftallahassee.webs.com
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Re: We May Have a Map, We still need a name!!


I'm still writing stuff. But I have nothing complete enough to post. I know Arkus said he had already started on his own story. Beyond that I haven't heard alot from anyone else.
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Re: Map Revised and New addition


I added an update and a bit more to the map. Let me know what you all think.
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Re: Map Revised and New addition


I'm coming up with something right now. I'll probably be up stupid late to finish. I hate leaving something undone... (EDIT) Oh wow... just read the last post date. I came laaaaaaaate.

Last edited by Adm Buttercrust, 10/8/2011, 9:48 pm
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Re: Map Revised and New addition


I'm completely ignoring whatever was written previously (not trying to offend, I must come from purely analytical standpoint) I've assigned a number to the different regions, for conveniance.
Here the image link ]Regions Map
"As documented by "A historical look at the lands."
 edited in ____ for public convenience


Region 1 - The second strongest power in the lands, with an economy built mostly off of growing
and trading/selling grain to Region 4, 2, 5, 8, 9 and 10. Has a fairly small but dedicated fighting force, mostly prepared to deal with brigands along the river and caravans whilst trading grain to the
other regions. It has a limited sea trading market, which has built some power near the ocean, but
that still requires some protection from the main power in the north. The people of the region are softer than most, except for those out farther from the cities.

Region 2 - A mostly wooded area, consists mainly of small villages and only very few large cities up near the rivers. The main export is lumber, charcoal(made from the wood), and carved wooden goods with some trade in fish from the coast (I'm guessing that even if there isn't a major river, there are some smaller ones that lead to the coast.) The people are strong and stubborn, just like the trees they cut and the soil they farm. Most are proficient with an axe, saw, chisel, and knife and lead rural, quiet lives.

Region 3 - The strongest Region by military force, land, and gold. In the south, grain production is that to keep close to Region 1, but has fewer takers, being of a lower quality. Most of it is bought by Region 11 and distributed further from there. From the mountains, coal is mined and brought to
the river area (for direct trade/use) or the desert area(in the production of the finest(?) arms and armor anywhere in the lands). The river area people are mostly farmers, simple living and happy, if a bit overloaded with work. The desert area people are as tough as the desert itself, with no small amount of that coming from fending off those things that would take them as dinner. Its also the cause for some of the best armor and weapons to come from this regions (the monsters, that is.)
The mountain area people are stocky and hard, broad-shouldered, and rock-headed. They get most of that from working in the mountian, the other part coming from the fact that many of them were descendants from people in Region 2.

Region 4 - This region is second only to Region 3 in gold. It acts as the trade center for any and all products from all over the lands. It is unique in this by the fact that it has very little sea trade at all, being mostly surrounded by land. It is also the melting pot for all the lands, where everyone comes to live, or at least look for a job. It is also home to the most "accidental" deaths, and is the major place for anyone to hire an assassin. It also has a strong military force, mainly used to keep order.
Secretly, this land is planning to take the river areas of Region 5 and 1 in order to control more trade across the Regions.

Region 5 - Not much can be said for Region 5, except for the marvelous freshwater fishing that can be done here, and the fruit orchards that attract even noblility during the spring. The finest of wines comes from this Region. Mainly fishing and farming villages.
Region 6 - Much the same as Region 5, except with coastal fishing and no fruit.

Region 7 - In this area, a special tree grows, called simply Blazewood(which, as the locals say "Grows like a bloody weed everywhere.", that will catch and keep fire for up to 3 days, usually 2 (when cut into a 2 foot by 5 inch diameter cylinder). This, combined with the large clay deposits in the area, make it an excellent place to manufacture porcelain eatingware and cookware, which are prized as the finest in all the lands, and can cost from 10 to 100 gold marks (Each gold mark being worth one bushel of grain from Region 1, and 50 being worth the average longsword coming from the desert area of Region 3.) The people here are skilled craftsmen/women when using clay, and some with talent in carving stoneware, but don't know much about fighting, and couldn't care less as long as they are left alone.

Region 8 - One of the poorer Regions, the people live simply and are still trying to find resources to make the land worth living on. They mostly transfer trade from Region 10 to Region 5, hiring themselves to act as bodygaurds along the way.

Region 9 - Not much is known about this region, as the people are reclusive. What is known about it is that the finest herbs, salves, tonics, cordials, tinctures, and teas come from here. No one knows why that is, but if someone has a medicine from Region 9, you know it will work. On the flip side, this is where the strongest and most dangerous poisons come from, which are traded in secret to the Assassins Guild in Region 4. As was said before, little is known about the people.

Region 10 - An island, but mostly a swampy area, no good for farming. But mother nature has blessed these peoples differently. With an astounding variety of natural pigments, the brightest and loveliest art comes from here. The people are as bright as the art, and even when they don't manage to sell it, will always gladly put up any peice they have on any wall. It is also said that if one can see the wall inside a house here, the family is either struggling or doing spectacularly well.

Region 11 - The only region that can, by land, transfer goods to Regions 12-14. The people here are large, thick, and "well-padded". Mainly, folks here do not trade with other Regions; they are too busy trying to keep themselves alive. Beyond that, this Region is mostly just mountainous, cold, and unforgiving.

Region 12 - Warmer than Region 11 because of its proximity to the ocean. The largest fish ever caught was landed right here, and was over 15 feet long and weighed nearly 8 stones ( a stone being the weight of four horses). Fish. Its all fish coming from here. The biggest, meanest fish you can find. The people, they are bigger and meaner. And they eat the fish.

Region 13 - A desolate, wind- and chill-blasted land. Nothing grows except Blazewood. And even that is scraggely at best. These people live... Well, actually they don't. The last time I (here at the Acadamy of History) checked, there was no one living there. There are, however, strange reports coming from the region, talking of massive birds that make a ____ (person from Region 11) look like no more than a trout in an eagle's talon. There is also said to have been large footsteps, being the same shape as a normal person's, only half again ( 1.5 times the size of the normal person's foot). More investigation will have to be done.
 
Region 14 - Amazingly large fish, just like Region 12. The only reason it is considered a separate land is because of cultural issues between Region 12 and Region 14. "

And there. Really long, took a few hours to do, but its not bad, considering its based roughly off of the topology, eh?



Last edited by Adm Buttercrust, 10/8/2011, 10:34 pm
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Re: Map Revised and New addition


I like this. It provides an image of what an explorer might see regarding the lands (conjurers images of 19th and early 20th century Egyptologists and Greco-Roman excavators).

Of course, these details are completely from the point of view of the explorer who has no first-hand knowledge of the area. He takes notes, maps, and word-of-mouth reports from explorers and local rumor to compile this information.

What would be extremely interesting would be a continuation of these accounts but after meeting various characters from these lands. Perhaps you could start new posts (ex. Buttercrust's Regional Interview: Thomoria). A faux-disinterest would necessarily attempt to hide a jingoist mentality. emoticon

To start you off, here are the regions where the current characters have chosen as home. The other regions, to my knowledge, have not been yet chosen.



Thomoria - Cordane, Duckie

Arhinjad - Laskiel, Rain(?)

Warstormary - Rage (this fighter moved away)

Mobius - Shogun

Other - Deakon Avory and Sidia (these character just... appeared in Canaur one day), Motley (highly mobile bard, origins unknown)


A side note: I've had in mind to establish one of these regions as a sort of imperialist culture (think British empire) that likes to sail the coastlines of the continent and establish trade (and cultural dominance - by force, if necessary). Admiral Buttercrust would appear to me to be a perfect fit within this culture. I had considered possibly the southeastern border of Barmere to be home to the primary city (i.e. London - You noted this region was poor, btw. Only poor in natural resources following years of in-fighting and exploitation. It's actually rather wealthy due to its extensive mercantilist society). It's proximity to Mobius has been the cause of decades of warring between the two states (England v France), often the pretext being religion (Barmere being Gerrardian [see Protestant/Lutheran] vs Mobius being Hemaphites [see Catholic]).

Incidentally, St. Gregory the Destroyer (patron saint of spearbearers) comes from Hemaphite canon.

The reason I've been thinking about this stuff is because I've considered creating an alternative personality who would hail from this Barmeren Empire. My garb for this character would be something similar to this: ]CLICK FOR STUFZ!

Last edited by Cordane, 10/11/2011, 8:36 am
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