Jehanna |
Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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With
this thread, we begin to come full circle, re-introducing some of the
developed Lore for the mod from 2006. The current sketch of Jehanna is
offered here to serve a few purposes. Firstly, it is an example of how
using only a tiny bit of Lore, a healthy amount of proto-Lore and a
large amount of inspiration, one of the largely Lore-free cities can be
brought to life for Oblivion. Secondly, it is also an example of how
current Lore can be refined to make a place more interesting and
complete, since the War of Bend'r Mahk was both a problem and a
blessing.
As with the other major cities Jehanna is a work in progress and will
be added to and refined. I would like to offer my personal thanks to
Deeza for vital assistance in solving the problems caused by the recent
war with Skyrim in a Lore-respecting manner while preserving the
integrity of High Rock as a province.
Jehanna
Facts
- Landlocked in the Wrothgarian Mountains on the border of Skyrim.
- Is still recovering from the effects of the War of Bend’r Mahk in 3E 396, during the Imperial Simulacrum
Lore
The only developed Lore for the city comes from a minor reference about
the Bend’r Mahk conflict in the Skyrim section of the PGE: Resistance
by the Bretons and the Redguards is feeble in the cities of Jehenna and
Elinhir, and more active in the border zones of the countryside.
Source: Pocket Guide to the Empire 3rd Edition
TES1 Proto-Lore
- In-game, there are many statues throughout the city (more then any other city in TES1, to be exact).
- The city is laid out as straddling a river.
- When you enter the city, the following message appears: “Welcome to Jehanna, a city as beautiful as her name. We greet you, and wish you only peace on your stay.”
Developed Lore
History
The city of Jehanna was founded in 1E 243 by King Haakig Frostfoe.
Haakig styled himself as “King” after founding the city on the site of
a previous Nedic settlement. The Nordic King found the high altitudes
and mountainous terrain perfectly to his liking - Haakig is recorded as
having said that, in the future, his would be a realm renowned for it
beauty and tranquility. Of course, beauty is in the eye of the beholder
and repeated feuds with native inhabitants, neighbouring
newly-conquered Breton states and the ever-present Nord lords deeper in
Skyrim soon proved the “tranquil” portion of this claim to be
impossible.
The phrase “A city as beautiful as her name.” came about because of
King Haakig’s pretensions. Jehanna does have her pleasing areas, but
not as many as the phrase would lead one to believe. The city was
originally named after Queen Jehanna Frostfoe, Haakig’s wife and a
healer of some skill. King Haakig was known to be an arrogant mule when
crossed, but would defer to his wife out of genuine love for her. As
for Queen Jehanna she was very well thought-of by her subjects and
would minister to commoners in times of war or siege. This in turn has
shaped the local attitudes towards the healing and the alchemic arts,
setting up a tradition of alchemic experimentation and excellence that
has been part of the city’s history ever since.
After Jehanna’s establishment, talented sculptors and artisans flocked
here, partly due to the wishes of the founding King, but largely due to
the city’s plentiful mineral and metal resources provided by her mines.
One of the side effects of this is the number of statues that can be
found in the city –a result of King Frostfoe’s pride. Many of these
works were commissioned as a way to draw the miners and craftsmen
needed to exploit Jehanna’s natural resources. The King founded a
tradition of commissioning such works - indeed, many the earliest of
which aggrandized him personally. King Haakig believed that a large
number of statues would show aesthetic taste, but missed the point that
things can be overdone. As a result, there is a grand craftsman’s
competition every 100 years named “The Fashioning”, with the winner’s
statue added to the city’s collection. The losers‘ items are either
purchased by the Jehannan upper class or sent as gifts to whatever
foreign faction is currently in favour with the city’s ruler.
One of the more unusual customs set down by King Haakig which is still
respected today is the insistence that his patronym be taken by all
succeeding rulers. In a rare burst of historical insight the First Era
King saw that time might eventually do away with the memory of his
deeds and thus this custom was set in place to combat the possibility.
The city rulers traditionally take a new last name upon coronation in
line with that of the first rulers - thus, were a Dunmer male ever to
somehow become ruler of the city for example, tradition would demand he
take the Nordic surname “Frostfoe” to maintain the legitimacy of his
claim to the throne of the city.
Physical Location*
Jehanna is in a valley with steep mountains around it for protection. A
sheer cliff wall above provides cover to the south and contains
entrances to the local mines, which historically have also provided
emergency shelter during times of siege and attack. Since the passing
of control of all High Rock to the Bretons in 1E 420, such times have
been frequent, considering the city’s proximity to the Skyrim border.
The valley is deep enough, to provide some relief from the cold in
spring and fall, with a slightly longer growing season then is normal
for this part of the Worthgarian Mountains. The prevailing winds and
weather patterns also assist, permitting farms to the north, east and
west of the city proper. Nonetheless, Jehannan winters are bitterly
cold and much trapping, hunting and trading in food is done to allow
the city to continue.
The original Nedic settlement used to establish the city was built straddling the (Need a name!)
river, a vital source of water for the land-locked location. There is
also a waterfall in the city, near the south-western edge of the cliff
face, adding to the area’s reputation for beauty. Fresh water from the
river and falls, associated plants and herbs, plus spawning river fish
all provide seasonal food sources. The falls in particular are vital as
a secondary water source - the central river has been poisoned upstream
before by invaders or besiegers hoping to weaken the city’s defenders.
Fortunately for the city, the waterfall has proven too swift moving for
any attempts to poison it to succeed.
Fortifications
Defensively, Jehanna takes advantage of her geography. The city walls
are roughly oval in layout, with the southern parapets hoarded
(wood-roofed) to provide protection from plunging archery fire. This
has proven vital to defenders in the past when enemies have gained
strong points in the mountains or cliffs above. The city’s architecture
was originally heavily Nordic, with some newer areas that were
unabashedly Breton in design. Today, only a few of the original
half-timber homes remain, tending to be crowded out by the more
Breton-esque “mountain chalet” designs.
The city's castle is ornate for such an isolated location, being built
by King Haakig during the heady early days of the Nordic expansion and
empire of the First Era. The grounds are quite beautiful and the nearby
waterfall outside the castle gates feeds small pools within the castle
grounds. Some time in the 2nd Era these pools were permanently
enchanted to prevent freezing and thus they provide a reliable source
of fresh water for the castle’s occupants year-round.
* Note: This description is based on the prototype height map
and will be altered to suit the terrain on the new one when it is
completed.
Current Status
Only the intercession of Uriel Septim VII, after his rescue from Jagar
Tharn’s treachery, has had any mitigating effects on the War of Bend’r
Mahk for the city of Jehanna. By denying the Nord claim to the border
territories of High Rock, the Imperium set a precedent that both
Orsinium and the newly expanding Evermore were quick to exploit.
Officially viewed as a barony subject to Evermore, Jehanna is only
nominally in allegiance to it’s sister city. The change in status has
altered nothing of the political realities faced by the city and area.
In fact, the changes are largely cosmetic – the King is now simply
titled as a Baron. No taxes or tithes have been levied by Evermore,
which is wise since that city has currently provided the Jehannans with
no military aid whatsoever to help stabilize their territory. In truth,
the Jehannans resent the sudden overlordship of their more centrally
located neighbor. The situation is tolerated only so long as Evermore
does not make financial or legal demands of its new vassal and as long
as the perceived political protection of the Evermorian government
remains of some value in keeping the Nord armies from attacking in
force.
Relations with the Rest of High Rock
Wayrest, Daggerfall and Camlorn tend to view Jehanna as “barely
Breton”, due to its proximity to the Skyrim border, its traditionally
Nordic ruling bloodline and the city-state’s acceptance of the
Reachmen. This openness to the Reach “savages” has lead to Jehanna
being regarded as a “lesser” city by much of the province. 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. After the events of the Warp in the
West, these three states have been too busy dealing with the changes to
the fabric of their collective societies to do much more then register
mild diplomatic complaints about the outcome of the Bend’r Mak
conflict. They do support Jehanna’s membership in the province
politically, but there is some doubt as to whether this is a truly
heartfelt show of unity with the Imperium’s intercession to reinstate
Jehanna or if it is simply the easiest (and cheapest) means to maintain
the integrity of the province as a whole. Whatever the truth, the
probability of aid being rendered to Jeahnna would likely be “too
little, too late”, since the three Kingdoms would are currently liable
to mobilize military forces only after Jehanna has either stood or
fallen on her own against a future invasion force.
Farrun is secretly sympathetic, being physically closer to the
Skyrim border and having more dealings with the Reachmen. Despite this,
there have historically been disputes between Farrun and Jehanna over
rulership of Cloud Spring on their mutual border. The two squabble off
and on during peaceful times and then usually ally if the Nords look
particularly warlike. Given Farrun’s long-standing rivalry with the
powerful city of Solitude, this comes as no surprise. Sadly, an
alliance was not enough to prevent High Rock from losing the War of
Bend’r Mahk over twenty years ago. Jehanna has paid the price of
guerrilla warfare in her territory ever since, although there have been
occasionally rumors of men and women in the livery of Farrun aiding
some of the Breton partisan groups along the Nord border. If these
rumors are true, Farrun is being unusually circumspect about her aid
eastwards.
Evermore currently regards Jehanna’s lands as a vassal state,
although this is largely ignored by those who reside in Jeahnna
herself.. Jehannans view Evermore as the lead representative of “those
Westerners” (i.e. the rest of High Rock) whose position further from
the Skyrim border protects them from the worst of Nordic aggression.
Any loyalty to Evermore has been greatly damaged by that city’s overall
stance of neutrality regarding military assistance in the continual
partisan warfare since the Bend’r Mahk conflict. Evermore’s main
importance to Jehanna is as a source of political protection, although
it is dubious as to just how effective such protection will be in the
future. With the current Imperial instability due to the Oblivion
crisis, it is anyone’s guess just how long it will be before the Nords
seek to reclaim what they attempted to take by force previously.
The recently recognized state of Orsinium has some ties
with Jehanna, due to the orcs' friendliness with the Reachmen and their
animosity towards the Nords to the east. A small orcish population
established in the and orcish immigrants are welcome, especially those
who have new techniques of metal working to share.
(This entry needs expansion.)
North Point: (Currently under development.)
Shornhelm: (Currently under development.)
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 Western
Reach can be brutal at times, thus healing as a part of survival is
highly valued, perhaps more so here then anywhere else in the province.
Amongst themselves, Reachmen are surprisingly gentle, respectful and
civilized. To enemies, they are implacable foes. To neutral parties,
they are faintly scornful, mainly due to foreigners’ inabilities to
survive in the northern climes. They refer to such people as
“cahluk-cervil” or “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, the Reachmen have been known to use their knowledge of the
land to help warn the city against Nordic raids, working closely with
the Rangers of the Reach stationed within the city. The relationship
between these two groups is largely cordial, with mutual respect.
** - This description will change as the Reachman culture is
developed in detail for the mod. It is currently based on the Lore
developed by Kulkuza for High Rock's first incarnation.
The Jehannan Point of View
Jehanna’s main power historically has always been financial, in the
form of her raw materials from mining, with furs as a secondary income
source. Her citizens know she is valuable as a source of income for
High Rock due to her metals and minerals. The city is also the first
point of defence for the province against the brunt of Nordic raids, as
history has proven time and again. Jehanna’s army is small, but tough
and well equipped due to the city’s craftsmen. However, high attrition
amongst the city guard due to cold or other hardship is an occupational
hazard, should they venture too far from the city walls. It is for this
reason that the Jehanna’s military forces remain both small and largely
ineffectual in aiding partisan activities along the Skyrim border.
The citizens of the city are quite aware that their current “liege”,
Evermore, is completely out of touch with Jehannan conditions. Since
Evermore has no standing military presence in the region, the city is
virtually a free agent. Chafing at the idea of an overlord other then
the Empire has lead to occasional claims amongst the populace of
outright independence from both Evermore and Skyrim. Despite this,
Jehannans are also equally aware that they cannot completely rule out
the rest of the province, due to trade, military and cultural ties.
Historically the previous Kings of Jehanna were known to make
occasional speeches about conquering close-by parts of Skyrim, but the
population (and the Nords) have always known this for what it is –
complete hogwash. Given the current political situation with the Nordic
Jarls, the likelihood of such braggadocio re-asserting itself in the
future is small to nonexistent.
The greatest pride Jehannans take is in their works – the fine emeralds
and bluish-silver veins of mithril they daily mine, refine and shape
into useful items are their truest source of satisfaction. Aside from
being quite profitable, craftsmanship is considered an art form here.
It is perhaps as much due to a fascination with the orcish smithing
techniques as with the idea of the orcs friendship gestures towards
both the Reachmen and the city that orcish delegations have been
welcomed openly.
Religion
The long-accepted patron god of the city-state publicly is Zenithar,
especially revered by the smiths, craftsmen and miners long established
in Jehanna. The current ruling family are split in their religious
beliefs. The Baron encourages the worship of Zenithar amongst his
citizens since this religion promotes stability and trade, both items
being needed to combat the disastrous effects of the War of Bend’r
Mahk. Privately Brandr pays homage to the Nordic Ysmir and the Baroness
Rianale is a devout Mara worshipper, in stark contrast to the majority
of their city’s citizens. Although the new Baron’s beliefs are a
departure, the Baroness’ faith is simply a continuation of long
tradition - Queen Jehanna had her own private chapel devoted to Mara
attached to the castle when it was built. Jehanna and most of the
female descendants of the line since have always been strong Mara
supporters, due to their innate healing talents.
Jehanna's concept layout and Heraldry look like this:
Braggi has attached these images (downsized versions):
This post has been edited 6 time(s), it was last edited by Braggi: 2008.10.04 04:54.
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2008.08.29 07:43 |
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MarcusAurelio
First Knight
Registration Date: 2008.02.24
Posts: 156
Location: Tallinn , Estland
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Looks nice, I presume that thing in the south is a waterfall?
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2008.11.22 09:00 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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Brilliant. Just as I imagined it when cooking up the rough sketch.
Thank you TOYB!
__________________
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2008.12.15 04:25 |
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