This is an ongoing project that will describe the city as it is now ~ Winter ERA XV
It is of course open to discussion and much revision but we need to get an over view of the city we can all agree.:~
Background
Five long hard eras have passed since the terrible events of the attack by the hordes of the undead and their magi masters, the city suffered dreadful damage by these attacks and the fabric and shape of Zerdargia has changed from the city of by gone ages.
The great walls stand tall and firm again, gates have been reinforced and the Veldar Elite man these gates with a fierce determination to ensure the security of the city. But inside the walls much has changed.
THE CITY OF ZERDARGIA
Description
Zerdargia is a lovely, peaceful city in Centripax. Originally a dwarven kingdom in its own right, the martial power of the city was so sought after that the Aelyrian kingdom offered it eternal protection and favoured status if it would agree to join the kingdom. Zerdargia agreed and has been a true and loyal subject ever since.
The current city of Zerdargia has not always been as it is now. It is in fact built close to the site of an older city, the original dwarven kingdom of Dargis. In fact, the name Zerdargia means, "Built on Dargis land". Long considered a myth outside of dwarf culture Dargis has emerged from its isolation and opened its doors reluctantly to its brother dwarfs from the surface .Closed all other races other than the cether Dargis will become more important in dwarf culture as the eras pass by.
These days, Zerdargia is known for three things. First, the finest ale in the empire. Made with water from the enchanted springs of the Dolwoods Forest, this ale is the best by far and is exported all over the empire. The second thing Zerdargia is renowned for is weapon and armour smithing. Dwarven steel working is a highly skilled art, and the artisans of Zerdargia are without equal. The finest weapons are made in the forges of Zerdargia. And lastly, Zerdargia is the home of the Veldar Elite. Founded long ago and drawing on the martial traditions of the city that go back centuries, the Veldar was arguably the most powerful, most decorated, most feared military regiment in the Empire. However that accolade stands in the past now it is much reduced in size from its former glory,
The city itself is walled all around by a 15-foot high wall and a 20-foot deep moat. The occasional bastion sticks out to allow archers to shoot at men attacking the wall. The architecture inside the city is typical dwarven construction, low stone buildings rarely exceeding two stores in height with slate or clay tile roofs. With the large number of springs in the area, several have been routed through pipes to provide the city with drinking water as well as a basic sewage system.
Hard times have fallen on the city with the collapse of the empire and the ravages of the undead war. Banditry has risen. Squabbles have broken out with neighbouring cites, some escalating to skirmishes. And evil oozes its way out of the enchanted Dolwood Forest to the south and west.
Weather
The Administrate of Centripax being in the interior of the Aelyria Empire has hotter summers and more rigorous winters with snow, and rain falls on fewer days of the era as compared to that of the Sovereignty of Enamoria. The climate is not so harsh in the south, in the region of Zerdargia. The sun shines for more than most of the time even in winter each era. The coldest is usually in Ponutis and the hottest in Ioannes.
Outline
Population: 200,000
Racial Make-up
Dwarfs: 70%
Hobbits: 15%
Humans: 10%
Other: 5%
Religion
The Cult of Cetheron is the most widely practiced religion in the city, though officially Diana is the deity most commonly referred to and in ceremonies that have an official purpose, Diana is given precedence over Cetheron.
Taxation policies and income.
100 cr /era for registering a guild
5 cr /era fee for each member in a guild
20% of the crops a farmer produces
5% import duty on all goods except alcohol
10% import duty on alcohol (thanks to the local brewers)
5% annual levy on the value of real property (farmers exempt)
100 crowns for opening a business
5% gross receipts tax on the sale of goods, crops exempted
1 crown per 10 pounds of finished metal goods exported
1 crown per gallon of ale or wine exported
10 crowns to post a poster (as an announcement, recruitment, etc)
100 crowns to hold a rally or hand out masses of flyers
Main trades and natural resources.
Major Exports:
Zerdargian Ale
Weapons
Armour
Lumber
Fur
Major Imports:
Bulk foodstuffs
Salt
Textiles
City militia and local military manpower.
LINK To be added ~ write up on VE in realmcraft
City expenditure.
GOVERNMENT SERVICES
Water and sewer
Road maintenance
Fire fighters
Defence
Aedile office
Schola
There is sometimes a real clash of styles within the city between the most common buildings of dwarfen construction and the rarer buildings put up by the other races. Unlike some of the other cities in the Empire that were built with the help of the dwarfs, this city was built for the dwarfs and so the styling was not compromised for the needs of the other races. Dwarfen architecture leans very hard on stone, with pillars and arches used extensively.
Buildings are built to be solid, practical, and able to stand for generations. Above ground, there is a lot of dressed stone and brick, usually with slate roofs though sometimes clay tiles, over time the weight of the stone shingles often causes the roof to sag in the middle. Building size is limited to two or three stories because dwarfs feel more comfortable under the ground than over it. Homes would generally be built sharing a common wall. All would have a basement if not two. The entrance typically leads into the common areas and stairs downward leading to sleeping chambers and other more private areas. Windows are rare on the older buildings but the newer buildings often incorporate tall very thin windows designed to let in the light during the day without making the dwarfs feel uncomfortable about being above ground. The private areas underground tend to remain unlit by natural light though sometimes working or study areas will have a mechanism for channelling light down to them.
Decoration is common both on the outside and inside of the buildings for though they are built to last generations, they are also built with a love of the materials used in the construction. Sculpture is a favourite hobby among the dwarfs and when constructing new buildings great care and pride is spent to ensure that those future generations will be proud of the heritage that they inherit.
The city wall encircles the city with its smooth face of dressed stone plunging down directly into the moat. The wall itself projects up around fifteen feet above the moat, but in fact drops down another twenty feet below the waterline. The moat itself is about fifteen feet in width and under the water slopes down sharply for the first five feet where it flattens out at its maximum depth for the next ten feet. The moat is fed by the springs within the city and is the outlet for the city sewer system. During the summer the moat does tend to run a little dry but during spring and autumn the rains assist in flushing the moat through, the run off being directed down to a special holding area where the sewerage is collected and converted to fertilizer.
The damage caused by the undead war was extensive and the fabric of the city was devastated. However dwarfdom was not to be defeated by the immense task.The basic organisation of dwarfen life revolves around loyalties to clan this provides great strength and stability to the citizens who can organise themselves quickly through the “Clanmoot” a meeting of all clan leaders within Zerdargia. After the war the dwarves held such vital meetings and agreed that they should set clan rivalries apart for the greater good, that being the rebuilding of Zerdargia.
The dwarves are uniquely capable of completing such a task in that within their ranks are skilled artisans and artists men and women who are practical down to their finger tips who rise to a challenge and work together. The dwarf is by nature an intensely practical race good with their strong hands they are magicians with stone, precious and base metals and wood ,gem cutters and polishers par excellence and artists , painters and sculptors. Any task that needs strong hands and an eye for detail is stereotypically dwarfen.
The “clanmoot” decided that under the clan system, the city was to be divided into clan areas each recognised as being the area in which the majority of clan members live and work. This does not mean that the dwarves do not visit other areas but that under the close knit family they are happiest with their relatives. The dwarves metaphorically pulled their sleeves up and set to rebuilding their precious city along strict dwarfish lines.
Dwarf Clan Society
The leader of each major clan is entitled Laird and whether by the virtue of blood relations or by a pact of inclusion and loyalty to the major clan a dwarf knows his or her place within the strictures of clan tradition.
There are four major clan names that are the most prominent within the city
Thus names are as follows, the young’un , is given the first name Gorius, his parents are married and his mother takes his fathers surname of Goldhammer , thus Gorius Goldhammer lives in the family home. The Goldhammer’s are not very powerful as a family but traditionally they have always looked up to the Weatherstone clan and as such they swear fealty to the Weatherstone clan thus Gorius becomes Gorius Goldhammer of the Clan Weatherstone. For normal relationships they use the family name but the loyalties of dwarves and their relationships with the major clans has always provided plenty of meat for discussions .
As has been discussed dwarves like to live together in family areas and the partial destruction of the old city allowed for that ambition to be realised. Thus the major clans gathered at “Clanmoot” and by dint of vast quantities of good dwarfen ale and bit of good natured axe work where diplomacy and negotiation failed essentially divided the city up into four areas. Each bearing the names of the major clans. Although these areas differ in size and shape from each other the dwarves were satisfied that Zerdargia was to their liking.
Everyone of the dwarves knows their place in the hierarchy of Zerdargia and that suits them fine. The work on Zerdargia has finished and the city looks out on a prospect for the future which is rosy. The city is a place of colour and gaiety, works of homemade art are everywhere in this colourful city , the basic grey granite is enlivened with the colour and decoration that is typical of dwarf civilisation.
Secrets :
Written by Game Master Adder. CODEX Based on original creation by Game Director Timothy and subsequent Game Masters. Amendment by AGM fetch to bring it up to the present date.
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Fetch's law- for every moment of pleasure there is an equal and opposite moment of pain
Last edited by fetch; September 13, 2008 at 06:16 AM.
We need to revise aspects of this codex because what is stated here doesn't agree with the way Dargis and Zerdargia will be portrayed. Also the city has undergone huge emotional and physical trauma at its destruction and the death of many of its leading citizens and destruction of businesses and family structures. History can take care of the way Zerdargia used to be, however, it is now a city that has learned a lesson as to life, liberty, family values as far as clans go, and has emerged a society which is more isolationist as far as politics go. Business, trade, family, friends and local politics revolve around the four major clans who rebuilt the new Zerdargia. New pc's will be allowed to integrate into the mainstream if they want to. I am setting up the way pc's can become clan members.
New pcs will be allowed to join a clan with one of the four major clan names if they wish. Other pcs will be allowed to join clans also. I am toying with the idea of having the Veldar Elite accepting recruits for a national guard or reserve status. In the US we have weekend soldiers who spend two days a month as a reservist. New pcs will be able to do this by taking a skill, joining the reserve and swearing allegience to Zerdargia and the Veldar Elite. They would be able to join a clan, start a business and live on clan land with whatever clan they would want to affiliate with. We will be fleshing the clans soon.
I would appreciate any comments by pcs, AGMs Trinity and Moonshrine and any others who have ideas to push this further.
I have a suggestion - you said you would like new PCs to be able to join clans... How about we make some starting packages that include just that? I think it would be a good start, and having options on what they can be or do if they start a PC in Zerdargia would be an excellent pull for new dwarf PCs (at least in my opinion).
I guess the main thing that needs to be rewritten is the abstract description of the city.. I can do some thinking and see what I come up with, incorporating your feelings of what the new rebuilt Zerdargia is now like.
Also we should expand on the religion area... And obviously the missing sections :P
I think it would be also safe to say the city now has a distinct dwarven style to it, as opposed to clashing styles, because the dwarfs (as far as I know) did not receive much outside aide in the reconstruction process. This would lead to the exclusion of several previous types of buildings, and perhaps non-dwarven customs that the city had undertaken are now less practiced and are overshadowed by the dwarven way of life.
Gotta run to class, will do some thinking on this today
I agree, I think out of all the races Dwarven is the lowest. I can count on one hand how many active Dwarves there are. We need to get those very active ones to Zer/Dar and attempt to make some new ones. I have always wanted to play a Dwarf for the last 6 or so years. I finally made one and there is no others to play with.
You have a flurry of experience in this city. Moderation and player's alike you have some of the sharpest folks around. Trin and myself know what draw the crowds in, we need to do something to the likes of Trisfal back in what was it 2003-4. That city grew so fast, and it was simply because of good moderation, and active players. Not only active players, but exp. ones as well as fun ones. Zinn seems to be sucking up a lot of great PC's. We as a team need to think about what can bring more folks here. If it takes giving away free things so be it. My pc got a house and 100 acres up north. But guess what I stuck around for a good 2 years or so. Offer things to PC's and they will come. I would focus on the things that move people... TRAINING/MONEY/PROPERTY/FREE THINGS)
Not sure what type of free things Zerdargia could give away to attract attention... Well, I think Firebird was going for that all PCs that pledge fealty (is that the right word lol) to one of the four established clans, you would get a free place to live in exchange for joining the Veldar Elite as a reserve. Which would also provide you with a basic weapon skill (i think?) and then you would have access to the guild hall, in which you could basically get whatever training you wanted. We had talked of having non-clan PCs do community service instead of pay crowns for trade services, not sure if that is what we're still thinking or not.
What I propose to start for drawing people here though is a set of starting packages, something like....
Starting Package: Clan Burk Member
- Free Living Quarters on Burk Clan lands.
- Basic Brewing (-800 GC)
- Job at Burk's Zerdargian Ale
- 1 Visa
- 1 Set of Plain Clothes and necessities (soap, comb, whatever)
- 700 Gold Crowns
Clan Derisson Member
-Free Living Quarters on Clan Derisson lands.
- Basic Masonry / Smithing / Mining (?) (pick one) (-800GC)
- Basic tools of the trade ( -100GC)
- Job at (some place where Derissons generally work for masonry and smithing purposes)
- 600 Gold Crowns
Clan Goldbrick Member
- Free Living Quarters on Goldbrick land.
- Basic Art (-800GC)
- Art supplies (paintbrushes, paints, canvas,whatever) (-100GC ?)
- Job (? Idk if this would have a place of business, really.)
- 600 Gold Crowns
Clan Weatherstone Member
- Free Living Quarters on Weatherstone land.
- Basic (Law/Political Science/Whatever ?) (-800 GC)
- errmm their job could be like, some governmental position around town, or maybe they don't start with one but could try to get into one ...?
- 700 GC
And then we could do one for like the Veldar Elite. Obviously all packages are just templates and can be negotiated and edited based on a PC to PC basis, and at the discretion and approval of GM Firebird. I just slapped these together quickly but thats what I was getting at for starting packages.
I will see what I can do about re-drafting a new background and abstract for the city too, because I don't think those fit and Firebird you seemed to be hinting at that in your post. Perhaps I can come up with something we can discuss and mold into something that makes a bit more sense.
What parts don't agree with the idea of Dargis? I might have missed something or am not remembering correctly.
I have already talked to you about this. I put up a thread on joining clans and becoming weekend warriors with Veldar Elite and joining one of the four clans. Your weapons training will be free, and a 200 crown a month stipend from the Veldar. You also will receive free training for occupational jobs if you join the guild which is 5 crowns annually, but you must buy a basic skill. There also will be other incentives for certain trades or occupations. Miners who are from Zerdargia will work staggered shifts in Dargis with one week on and one week off with full pay for both weeks. This is because of the hard work and being away from home for a week. That way you can build relationships in Dargis also. The only mine you can work at, however, is the Studdard Brothers Gold Mining Company. There is going to be good stuff happening there and you want to be in the action. Check out Dargis for background on this.
Trinity
Great minds think alike and I already implemented these types of starting packages. I will post them up in the "joining a clan thread."
Dargis is coming along fine. Posting it here was alerting the pcs about what Dargis is and where it is going. The military aspects of Dargis will be addressed by a new AGM I hired and Coulter Minith who will be appointed the Commanding Officer in charge of rebuilding Dargis' military.
Sweet. Might want to take out some of my commentary with finalized decisions from yourself, but whatever is fine with me. Glad I could help.
Quote:
Background
Five long hard eras have passed since the terrible events of the attack by the hordes of the undead and their magi masters, the city suffered dreadful damage by these attacks and the fabric and shape of Zerdargia has changed from the city of by gone ages.
The great walls stand tall and firm again, gates have been reinforced and the Veldar Elite man these gates with a fierce determination to ensure the security of the city. But inside the walls much has changed.
I propose a revision of this section as to the following:
Background
It has been five long, hard eras since the Undead Attack on the city of Zerdargia. The city has suffered irreversible damage which has altered the shape and demeanor of Zerdargia from previous ordinations. Recent activity has rebuilt the backbone of the city, and under a united cause the clans of Zerdargia have made large contributions to the city's stabilization and renewed prosperity.
Traces of the Zerdargia of old can still be found in the very foundations of the city. It was once the surfaced part of the Dwarven city of Dargis, which is connected through underground tunnels in the depths below. Until recent times, Dargis' tunnel-roads have remained close under action of the late King Thorin, now presumed dead or missing. It was a move to protect his people and not lock all of Zerdargia out from the Kingdom, however quite a few Zerdargian dwarves managed to take up residence in the underground prior to King Thorin's collapse of the tunnel networks. Through necessity of trade and the lack of present threat, the underground Kingdom has once more opened it's doors and allowed the passage of their surface-dwarven kin into their realm. The people of Zerdargia remain a fiercely proud race, though their distrust for outsiders has grown following the very little help that was presented by the Aelyrian Empire after it's complete destruction.
Present-brightening Zerdargia's gates have been rebuilt and are more steadfast than ever, digging deeper into the soil than ever before. The resilient Veldar Elite guard the city with an iron fist, a fierce determination that resides in every member promises to ensure the security of the city. Inside the city's gates, most buildings have been rebuilt and the rubble has been carried away or recycled. The foundations are firm in the bedrock of Telath in hopes that the deeper they are planted, the less likely they will fall again. These heavily dwarven-inspired works of architecture stand sentinel over the city, all of which have a heavily somber and omnipotent visage about them. The overall tone of the city has altered ever so slightly - it would be folly to cross Zerdargia's path again.
Just a little expansion I thought up now. I think it needed a bit more background and description, since this isn't the abstract but rather the history. I think that sums it up pretty well. Thoughts?
Personally I want to thank Trinity, Firebird and Arkas for what you are doing with Zerdargia, Dargis. It is great to finally see a revitlization of the dwarven race.
I am excited at the changes and the potrayal of Zerdargia and Dargis. Ihave alway thought the dwarves deserved so much more thatn they got since they were one of the most unplayed races.
Hey man, developing and detail is my middle name ! I love it. Just doin my job. Thanks for the kudos...
Feel free to contribute if you want ! Its no secret that neither of my past faces (Ariel Longwing and Tiarela Iceglitter; or the plethora of "Narim" and "Midpoint" faces ;p) have been dwarven, so I am kinda unfamiliar with how one is played and slowly learning. I think the same is true for Firebird but don't take my word for it. We definitely need old steadfast dwarven PCs like you and Coulter to put your foot down and say "now wait a second! Thats not right!" when we say something like... dwarfs like to wear dresses and harvest honey and frolick in the woods. :P You guys would have more personal insight on things than us, I'd imagine. We're just trying to piece it together and give it a nice feel.
Thanks Tylag we're glad your onboard. Please tell us what you want to do. Obviously you can join a clan and a trade or something.
Quote:
dwarfs like to wear dresses and harvest honey and frolick in the woods. :
well what's wrong with that
Actually the aedile has a beekeeper's cottage for sale in old Zerdargia. I just haven't put it up yet *blushes* and redfaced.
Anyway, Trinity we hired you because of what I have seen in the description of the new Zerdargia. Your great descriptive writing. There are a few minor details which have to be changed because of the Dargis Codex, which by the way I am putting up in Dargis today. It still needs to be added to and fleshed out, but it presents the history of Dargis in capsule form. I'm going to be making comments in the Dargis Codex file today also, so be sure and read. Good work Trinity!
Trinity I don't know if Moonshrine is still on board or not, but could you develop some adventures for our pcs. We're getting quite a few now, hence my long hours. Also, as I am moderating them right now we are developing the clan structure. If you want to create you can flesh out one of the clans. Nurias, a new pc who has a lot of experience is going to work on Clan Derisson, the clan he affilated with.
I think that the Veldar needs some more time invested in it. I know its a very old military, with a lot of RL people put time into it. We need to start again and make this established. The different jobs, pay, ranks, training..etc. Firebird your the boss on all this, if you want me to start looking into it more just say, I would be happy to expand the Veldar Elite with my current RL background.
Absolutely! Do as much as you want to do with what needs to be done with the Veldar. I seem to have an AGM which is AWOL. So, just let me know what your thoughts are. You can realm craft it right here in this thread. Thanks for offering. If you have suggestions about the NPC's let me know. We don't want any more elfs popping up. Most of the names of the NPC's could all be clan names. That's what I'm trying to do, because most of the Veldar was probably killed in the war.