(City Council » Cities) Jehanna |
Ebonyknight
Seigneur
Registration Date: 2006.02.04
Posts: 962
Location: Canada, Ontario
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(City Council » Cities) Jehanna |
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All these cities I posted are the dominate Kingdoms and Control
Highrock here we can talk about this certain city and what it has in
stores/population/politics/military/alliances/crimerate and so fourth.
__________________ Some say I'm here, Others say I'm there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to
take your mind off things for a moment then I strike without hesitation
and leave no trail
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2006.09.27 19:29 |
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Arbiter
Archduke
Registration Date: 2005.10.24
Posts: 2,822
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Ebonyknight
All these cities I posted are the dominate Kingdoms and Control
Highrock here we can talk about this certain city and what it has in
stores/population/politics/military/alliances/crimerate and so fourth. |
Nice.
__________________ The Forgotten Ones have returned.
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2006.09.27 19:30 |
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Psychotic
Jarl of Skyrim
Registration Date: 2006.07.30
Posts: 3,774
Location: Sheogorath's Realm
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quote: |
Originally posted by Lady Nerevar
curently controled by skyrim |
Really? We'll be happy to take it off your hands then! (j/k)
__________________ When the game is over, the King and the Pawn go back into the same box.
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2006.09.27 22:17 |
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Gyssar
Seigneur
Registration Date: 2006.09.07
Posts: 214
Location: Moscow, Russia
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I guess there's just basically constant squabbles between Nordic
warbands occupying the area around the city and the city garrisonal
forces...
__________________
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Originally posted by Hrafnkel
The mighty Gyssar knows all.
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2006.09.27 23:03 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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Jehanna - Feedback appreicated |
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Here is the rough beginning of my Jehanna proprosal. I'll be doing it
up in pdf form for the team as well, including illustrations. Those
will be missing from the post along my concept drawing for the city
coat of arms.
Also note this is seriously alpha in nature. Contsturctive criticism welcomed, especially on the Reachmen proposal included.
Jehanna - City Proposal
City Physical Structure and History
- Landlocked - rectangular or oval wall layout. Most wall parapets are
hoarded (wood-roofed) to provide protection from plunging archery fire
from enemies who may gain strong points in the mountains or cliffs
above. (See Skingrad castle courtyard for an example of wall hoarding.)
- Architecture ? heavy Nord influence with areas that are unabashedly
Breton. Half-timber homes. Stone castle, but smaller due to lower
population from physical isolation.
- TES 1 Proto-Lore: In-game, there are many statues
throughout the city (more then any other city in TES 1, to be exact) ?
(talented sculptors and artisans are resident here?) The statues are
the result of the founding lord?s pride and ignorance, back when the
city was first established. He thought a large number of statues would
show aesthetic taste, but missed the point that things can be overdone.
- Possibility: The castle might be ornate for such an isolated city,
being built by an ambitious Nord who had visions of the location?s
isolation acting as a preserve for the beautiful and artistic. (of
course, beauty is in the eye of the beholder.) Repeated feuds with
neighbouring Breton states and the ever-present Nord reavers soon
proved this to be impossible. In spite of this, the ruling (duke,
count? which one works here? In TES 1, the city is ruled by a King, as
are all the city-states in each province.)
- Ruling family are devout Dibella worshippers, in stark contrast to
the majority of their city?s citizens, with their own private chapel
attached to the castle. This was a conceit on the Lord?s part in trying
to prove he was as civilized as the Breton states further west (I.E.:
Wayrest, Daggerfall, etc.)
- ?A City as beautiful as her name.? ? This phrase came about because
of the founding Nord lord?s pretensions. Jehanna does have her
beautiful points, but not as many as the phrase would lead one to
believe. City was named after the founding Lord?s wife, a healer of
some skill, which in turn has helped shape the local attitude towards
the healing and alchemic arts. The Lord was an arrogant mule, but the
Lady was very well thought-of and would even minister to commoners in
times of war or siege. This set up a ruling family tradition that has
been passed down since.
- From it?s location, as placed on the height map, Jehanna looks to be
in a valley with steep mountains around it for protection, possibly
with a sheer cliff wall used for cover to the south. (This could be an
entrance to one or more of the local mines, perhaps.) If the valley is
deep enough, then there might actually be some relief from the cold in
spring and fall, with a slightly longer growing season, possibly due to
prevailing winds and/or weather patterns. If so, there might be room
for small farms nearby (north, east and west of the city proper), if
the elevations are low enough and temperatures permit.
- TES 1 note: The city is laid out as straddling a river
in-game. (See image in pdf.) This could further reinforce the valley
location and would be a vital source of water for a large land-locked
settlement. Further, the cliff shelter would allow the possibility of
the city being built near a series of caves/mine shafts in the cliff,
which would provide emergency shelter during times of siege and attack.
(Likely frequent considering the city?s proximity to the Skyrim
border). There is also the possibility of a waterfall in the city, on
or near the south western edge of the cliff face, adding to the area?s
reputation for beauty. (I personally very much like this idea? a city
founded at the base of a waterfall, which joins the river. Nice in-game
eye candy if it can be done without killing frame rate.) This would
make survival sense as well ? fresh water from the river and falls,
associated plants and herbs, plus spawning river fish as a possible
seasonal food source. (The North American west coast salmon runs are an
example in real life.) The falls also provide a secondary water source
if the river is poisoned upstream by invaders or besiegers.
- I would like to use the TES 1 version of the city for inspiration,
but it is not terribly practical in the Oblivion engine. Thus, it is
used as a (very) rough guide only. I am not married to any of the items
in TES 1 except the river and the statues. TES1 is for nuggets only, not literal interpretation. I?ll be redesigning the city from scratch.
Factions
Joinable:
- Mage?s Guild ? Smaller, specialized in Restoration and Destruction
magics, given the nature of the area; also more focussed on alchemy
then most guilds and are experts on local plants/ingredients. The
destruction magics are looked at as a necessary evil due to the
proximity of the expansionist Nords.
- Knightly Order ? ?Rangers of the Reach? ? employs a large number of
rangers, bards, scouts and agents. Also strong memberships of archers
and barbarians. Many of these last two come from the Reachmen
population. (General question ? is horse archery going to be possible
in the mod ? If so, these people would use it, given their quasi ?
Mongolian nature. Horse archery skills, especially with short bows,
would be a point of pride amongst them.)
- Fighter?s Guild
- Temple of Kynareth (populated by hunters and scouts ? those who values speed and stealth over brawn)
- Temple of Mara (populated by those who seek protection from the
climate, healing from battle and wisdom in the ability to tease crops
and food from the surrounding terrain.
- League of Rogues ? Mostly engaged in scouting, although brisk smuggling trade in Nordic items and contraband also exists.
Hidden and/or Non-Joinable:
- Possible: Shrine to Hircine (near but not in the city) (worshipped by
Reachmen hunters to ensure a rich hunt?) ? May have quest associated,
but no artifacts, unless lycanthropy is somehow implemented in the
game. If this is the case, then Hircine?s Ring could be available
through it
- Merchant League (?)
- Reachman tribes.
- Metalworker?s Guildhall
- Miners Guild
- Druidic Order (?)
Politics
Rulers:
Duke(?) and City Council
Councillors include:
- Head of Mage?s Guild
- Head of Rangers of the Reach
- Head of the Miner?s Guild
- Head of the Metalworkers Guild
- Fighter?s Guild Head is called in as an advisor in times of siege
(frequently ? thus is a de facto councillor, even though it is not
acknowledged ?officially?)
General
- Jehanna has some strong trading ties with the Reachmen, who act as
trappers and hunters, helping the city provide food for itself. They
are also willing to act as guides for a fee. This openness to the Reach
?savages? has lead to Jehanna being regarded as a ?lesser? city by much
of the province, especially Evermore.
- Farrun is perhaps more sympathetic, being physically closer to the
Skyrim border and having more dealings with the Reachmen, although
there have been disputes between the two cities over who rules Cloud
Spring on their mutual border. The two likely squabble off and on
during peaceful times and then ally if the Nords look particularly
warlike or troublesome.
- Overt ties with Evermore, as a vassal state, although disputed
heavily. Jehannans view Evermore as the lead representative of ?those
Westerners? (the rest of High Rock) whose position further from the
Skyrim border protects them from the worst of Nordic aggression.
(Loyalty greatly damaged by recent Nordic occupation? ? need Lore on
this).
- Jehanna is valuable as a source of income, mainly due to her metals
and minerals. She is also the first point of defence for the province
against the brunt of Nordic raids. History has proven this time and
again. However, potential overlords are usually out of touch with
Jehannan conditions and thus the city is largely a free agent? leading
to her claims of outright independence from both Evermore and Skyrim.
Jehanna considers herself the last bastion of Breton culture and
civility (a twisted survival of the founding lord?s conceit), even
though she is not, truth be told.
- Fiercely independent amongst themselves, but are also aware that they
cannot completely rule out the rest of the province, due to trade,
military and cultural ties. A love-hate relationship has developed
between Jehanna and her nearest Skyrim counterpart, with the two at
different times peaceful and warring, depending on provincial and local
politics. Historically the Lord of Jehanna has been known to make
speeches about conquering close-by parts of Skyrim, but the population
(and the Nords) know this for what it is ? complete hogwash.
- Covert ties with Orsinium, due to its friendliness with the Reachmen
and it?s animosity towards Evermore. Orsinian agents are established in
the small orcish population in the city and orcs are welcomed in a
subdued manner.
- Jehanna?s main power is financial ? her raw materials from mining,
with furs as a secondary income source (see the Commerce section below.)
A Proposal: The Reachmen The Reachmen themselves are
semi-nomadic barbarians, using their mountain ponies and mules for
transport. Wealth is counted in horses, dogs (valuable hunting
companions), the amount of warriors/hunters a tribe has and the number
of healers a tribe possesses. The Reach are can be brutal at times,
thus healing as a part of survival is highly valued, perhaps more here
then anywhere else in the province. Amongst themselves, Reachmen are
surprisingly gentle and respectful, even civilized. To enemies, they
are implacable foes. To neutral parties, they are faintly scornful,
mainly due to foreigner?s inability to survive in the northern climes.
They refer to such people as ?Nord bait? in their tribal dialect.
Reachmen are dedicated foes of the Nords and some have blood feuds
going back centuries with them, due to invasions and conquest attempts.
There are occasional exceptions ? Reachman healers of both sexes are
valued highly by both groups, as are Nordic bards (skaals? Need to know
what Skyrim factions are close to HR border), thus some intermarriage
can occur. It is often through these intermarried groups that peace
will be brokered in a feud. These groups are also accepted because they
tend to favour Breton independence and thus frown upon Nordic expansion
tactics.
In Jehanna, Reachmen also use their knowledge of the land to help warn
the city against Nordic raids and invasion attempts, working closely
with the Rangers of the Reach. The relationship between these two
groups is largely cordial, with occasional rough spots.
Commerce
Major Industries
Mining (metal and gems)
Metalworking
Gem Cutting
Tanning
Leather Working
Minor Industries
Herb lore and potion brewing, Jehanna turns out excellent Alchemic formulas based on local ingredients
Main exports from the city are:
- Raw ore and refined metal ingots (I would like to include adamantium
in addition to iron, silver and some gold. Team thoughts here?)
- Raw and cut gems. Jehanna has some deposits of emerald and amethyst
(This is based on mineral data from northern mountainous regions on
earth.) Jehannans emeralds are known for their clarity, brilliance and
colour.
- Tanned hides and leathers
- Some native herbs
Main Imports in the city are:
- Food, especially fresh and dried perishables such as fruits, grains and vegetables
- Skilled labour
- Paper, textiles and manufactured goods beyond the abilities of the local artisans
Stuff needed:
- City Lord's title and name
- Feedback on the Reachmen
- Any useful Lore corrections
- Faction suggestions (these are under design, so suggections are welcome)
- Politics ideas
- anything you think would be useful
Go to it gang.
__________________ Bard out...
"Stop hitting that key... there is no Escape."
This post has been edited 1 time(s), it was last edited by Braggi: 2006.10.09 10:55.
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2006.10.09 10:21 |
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Ebonyknight
Seigneur
Registration Date: 2006.02.04
Posts: 962
Location: Canada, Ontario
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I love it
__________________ Some say I'm here, Others say I'm there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to
take your mind off things for a moment then I strike without hesitation
and leave no trail
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2006.10.09 17:25 |
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Gyssar
Seigneur
Registration Date: 2006.09.07
Posts: 214
Location: Moscow, Russia
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Great work man!
And very quick I must say.
Ok, here are some suggestions:
1. A knightly order is a semi-religious organisation consisting of
trained, heavily armored horesmen and well-armed footsoldiers. If it's
rangers and scouts I wouldn't recommend calling it a Knightly order.
Let's just say that it is the primary military organisation in Jehanna.
2. I don't see any mention if Jehanna is a port town, if it is, then it should also house the Shipwrite Guild.
And I have one question: is the relationship with the Reachmen
considered to be troublesome, yet necessary, or is it widely accepted?
For now, that's all the suggestions I've got.
If two more people from the core support these ideas, I'll make this
official lore on Jehanna and add it to the reference document.
__________________
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Originally posted by Hrafnkel
The mighty Gyssar knows all.
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This post has been edited 1 time(s), it was last edited by Gyssar: 2006.10.09 19:18.
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2006.10.09 19:17 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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Thanks for the feedback so far!
EK: I'm gald you like it.
Gyssar: I'll tackle your points here, and make notes for changes so I don't lose anything. All ideas are valuable.
1. Knightly Order - that sounds completely sensible and
reasonable to me. I was wondering about the feasability of a knightly
order this close to the Skyrim border, to be honest.
2.Jehanna is definitely not a port. The river in the screen shot
is too small for ships, really. To give an idea for comparison, if you
remember the river in Balmora in MW, it would be perhaps twice as wide
as that. Not enough room for ships, so trade will have to be by
caravan.
Also, the fish spawning idea comes from real life... salmon here in
B.C. spawn in small rocky streams as well as in deeper rivers. The
bigger the river, the more fish using it. They really pack them in, in
some of the northern streams. (I believe Alaska sees the same thing.)
3. I'm still working heavily on the Reachmen, so nothing is set
in stone there. I need any and all concepts and ideas from the team to
really develop this.
That said, my ideas was a tolerance blanced by the knowldege that the
Reachmen are heavily frowned on by just about everybody else in the
province. They are accepted in the city and some word of this has
leaked out over the years. I figure that, because Jehanna is so
isolated geographically from the rest of the province (and in such a
precarious position), they would do their best not to alienate the
steppelanders.
Politically, the Reachmen would likely be a negligable force. In
reality, the folks who have a good idea of what goes on in the area
would have considerably more respect for them, based on experience and
the Reacher's obvious understanding of the land and climate. Their
hatred of Nords woudl be another factor in this, one that could prove
to be a bad spot if the city is trying to negotiate peace with a Nordic
foe.
Again, this all depends on the rest of the team. I know the others have
some really strong ideas about the Reachmen, so I want to make sure my
proposal is in line with theirs before I go too far.
4. Last but not least - If this is good enough to use (after
corrections and some more fleshing out) then I hope it would be helpful
to anyone tackling Farrun.
P.S.
Doh! Almost forgot... thank you Hraf for invaluable Lore and advice yesterday. This wouldn't be half as good without your advice and suggestions!
Keep it coming gang. This is very much appreciated.
__________________ Bard out...
"Stop hitting that key... there is no Escape."
This post has been edited 2 time(s), it was last edited by Braggi: 2006.10.09 21:14.
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2006.10.09 20:42 |
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Ebonyknight
Seigneur
Registration Date: 2006.02.04
Posts: 962
Location: Canada, Ontario
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Your an asset to this team
__________________ Some say I'm here, Others say I'm there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to
take your mind off things for a moment then I strike without hesitation
and leave no trail
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2006.10.09 21:48 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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2006.10.10 20:01 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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I like that a lot.
Very nice.
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.10.10 20:22 |
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KuKulzA
King
Registration Date: 2005.09.07
Posts: 7,891
Location: USA / Taiwan
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sounds good so far...
perhaps Jehanna is also an area for Reachmen to stop at (because of
their friendship) on their travels between Orsinium and the West Reach
of Skyrim? Maybe also, because of the armors and furs and raw materials
trafficked between Reachmen and Orcs, and being connected at a midpoint
in Jehanna, the Jehannans secretly or quietly support Nova Orsinium and
Reachmen's trade and try to maintain cordial relationships with gifts
to tribes (like French did with Native Americans) to secure alliances
and assurances of protection... |
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2006.10.10 20:23 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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West Reach of Skyrim?
Perhaps you just mean the Reach? I believe the Western Reach is the part in HR, no?
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.10.10 20:30 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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Kukulza:
I would very much like to set up some kind of covert interaction
between Jehanna and Orsinium. Perhaps even a side quest from Nova
Orsinium that takes the PC to Jehanna as part of it?
I had envisioned Jehanna being a check-in point for the Reachers, yes.
My main need is for whatever ideas the core tems decides are canon
regarding this group, then I can tailor things from there.
I really like the "gifts-to-the tribes" idea you mentioned and would
like permission to include it in my city write-up as it evolves. Please
let me know on this.
Thank you for the feedback so far.
Also, I'm still learning the political geography of the area. As Hraf
mentioned in his question about the Reach, how far does it extend and
to which provinces? Is it mainly Breton, Nord or both?
__________________ Bard out...
"Stop hitting that key... there is no Escape."
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2006.10.10 21:19 |
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KuKulzA
King
Registration Date: 2005.09.07
Posts: 7,891
Location: USA / Taiwan
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quote: |
Originally posted by Hrafnkel
West Reach of Skyrim?
Perhaps you just mean the Reach? I believe the Western Reach is the part in HR, no? |
huh, dang I got them mixed up... well they are in very close proximity
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2006.10.10 21:34 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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Yes, but the Reach is in the east part of Skyrim.
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.10.10 21:37 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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Folks, I'm just one person. Please post any ideas you have for Jehanna
here. I'm going to continue expanding what I've started but let me get
off on the right foot with some thanks.
Gyssar: Much obliged for the constructive criticism so far. More is always welcome. (That goes for everyone, BTW.)
Kukulza: Your vision of the Reachmen is first on my list of
things to work into the city. Thank you for the well though out post in
the Races thread. Ditto for the orcs and Nova Orsinium.
Lady N: You mentioned the PGE... uh, I don't even know what that
is, let alone have it. Could you bring me up to speed? If Jehanna is
mentioned, even in just a couple of places, any extra knowledge would
be an asset.
Hraf: Thanks for the ideas regarding covert connections between
Jehanna and Wayrest. With the Orsinium connection, this could get
interesting.
EK: Thanks for the encouragement.
Psychotic: Thanks for the information on the Skyrim bardic
college. I'm thinking High Rock will need one too, but I have no idea
where it would be located. One thing is pretty certain... Jehanna is
too far from the center of things and in too physically isolated a
place for the college to be easily justified there, if there is only
one.
Looking forward to future posts. I'll be assembling a list of things
I'd like ideas on, as well as looking over whatever gets posted here.
__________________ Bard out...
"Stop hitting that key... there is no Escape."
This post has been edited 1 time(s), it was last edited by Braggi: 2006.10.14 06:21.
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2006.10.14 06:20 |
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