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 Negav - Main Article

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Shady Knight
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Join date : 2008-01-20
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PostSubject: Negav - Main Article   Thu Oct 08, 2015 6:30 am

I tried to consolidate everything for the main article since so much information is scattered all around and the page itself is half-finished.  So, here goes.


For the humans living on Felarya, Negav is more or less their current capital.  An oddity in the wilds, the seemingly impregnable fortified city has withstood whatever dangers the jungle has thrown at it.  It has been partially destroyed, rebuilt, conquered, flooded, struck by fire and lightning... and yet it continues to stand.  While most humans settlements in Felarya are tiny and secluded to avoid the hungry gaze of its ravenous fauna, Negav boldly lets its presence be known, like a challenge to the face of Felarya and its voracious inhabitants.  Due to its perceived invincibility, Negav serves as a haven and oasis to the many travelers arriving in Felarya, usually through the dimensional gate located next to the city.  Negav is like a magnet for mysterious planar travelers, shady vagabonds, slayers of mythical beasts, scar-covered swordsmen, heroes bearing magical swords, temple defilers, ruthless thugs, and intrepid explorers who, despite its incredible dangers, are drawn to Felarya by the prospect of fabulous treasures, glory and adventures.


History

Negav was settled as a small trading community by neko settlers in 1998 B.U, although the name Negav wouldn't appear until 1736 A.U during the reign of Kind Tohno.  Lacking the manpower and infrastructure to defend itself, they paid tribute to the powerful Dridder Empire in exchange for protection.  This alliance allowed the settlement to prosper in relative peace, until 1664 B.U, when the peace treaty between the Sagolian and Dridder was signed, turning Negav into a neutral trading area.  With the protection of two mighty empires, the future certainly looked bright for this small community, and expansion was the logical course of action.  Soon, the little village grew into an oasis for lost travelers, offering them a shelter where they would be safe from predation.

Discovery of Ascarlin and the Second Motamo War

In 1038 B.U, Heric Rohir, a renowned neko explorer and cartographer, set off on an expedition to chart the western mountains.  There, they discovered a deposit of Ascarlin, a then newly discovered precious gemstone.  Once news that the mountains were rich in minerals reached Negav, they immediately and discreetly built a complex mining system.  The labor was back-breaking and the route to the mines froth with danger, but the risks paid of, as the resulting boom in trades allowed Negav to expand immensely within only a few decades.  However, word of this new resource eventually reached both the Sagolian and Dridder empire, and both vied for control of the mines.  The two empires came to blows in a conflict known as the Second Motamo War.  It ended after only three short years with no side the victor.  Negav itself was caught in the crossfire and teetered on the brink of destruction.  A peace treaty was therefore signed and Negav agreed to pay a tribute of ascarlin to both the Sagolian and Dridder empire for continued protection.  Things became quiet for the next centuries until the Fall of Ur-Sagol.

The Mad Empress War

In 99 A.U, nekos and humans from all over the Motamo region banded together to fortify Negav, as they feared that Sineria, the empress of the Dridder Empire, may soon turn her sights on them.  Fortunately for them, Sineria's forces were busy fighting against the neighboring naga tribes, giving the Negavians plenty of time to bolster their forces.  Three years later, their greatest fear became reality: Empress Sineria declared all past alliances with nekos and humans void, and are to be treated as ordinary prey.  Come the year 143, after crushing all resisting naga tribes and a few rebel factions within the empire, Mad Empress Sineria at long last shifts her gaze toward Negav.  She publicly declares the Motamo region dridder territory and openly expresses her desire to nap and feast in the middle of the settlement that had so long eluded her grasp.  Any opposition would be a declaration of war and met with the full might of the empire's army.  Knowing of her treacherous nature, the people of Negav remained steadfast and refused to surrender.  Then, two years later, a legion of insects mysteriously descended from the heavens.  It was said that they completely blanketed the ground and blotted out both sun and skies.  The terrified and bewildered masses watched in awe as the swarm completely ignored Negav and instead headed directly to Supprozad, the capital of the Dridder Empire.  After years of waiting for Empress Sineria's threats to pass, a collective sigh of joy and respite echoed throughout all of Negav as news of the empire's demise reached their ears.

King Kerume's Reign

In 737, a neko by the name of Manox Kerume crowns himself the first official King of Negav and ruler over a small confederacy of tribes settled around the Motamo River.  His opposition was however fierce, as Kerume was not only not of Felaryan descent, but had also arrived only a few years prior.  In 746, as nagas were reclaiming the territories they lost during the era of the Dridder Empire and were seeking to expand their own territories more aggressively than ever, King Kerume ordered a complex network of tunnels to be dug under Negav.  Then, in an extraordinarily bold, and some might even say foolhardy move, King Kerume privately met with Chani, the leader of a neighboring giant naga tribe in 769.  No record speaks of what exactly happened during their meeting, other than predation from nagas diminished immensely shortly afterward.  King Kerume was seen as a hero by many, but others came to resent him further for making a deal with a heartless, man-eating monster.

One Hundred Years of Nightmares

In 1261, Darkness Elementals suddenly swarmed out of the Evernight Forest.  People walking in the dark suddenly vanish without a trace.  Survivors of elven villages that had been wiped out by the darkness soon reached Negav where they hoped to find refuge.  With them, they carried grim tales of a colossal Darkness Elemental, whom their people called Queen Déméchrelle.  She was said to be at the very center of the darkness itself, commanding the ever growing legions of elementals and wandering nightmares.  Then, reports of her wandering about in the north region soon followed.  They talked at length about how she feasted on every living creature she came across, from beasts, to humans, to elves, to even giant nagas.  This grisly tale sparked the period of intense fear and paranoia known as the One Hundred Years of Nightmares.  As the darkness continued to expand, King Kerume and Chani gathered all best neko and naga shamans under their command in 1341 in a joint effort to stop the darkness from engulfing the Motamo region.  This long siege lasted until 1363, when the darkness receded as suddenly as it expanded, and all sightings of Déméchrelle disappeared.  Though they were successful in saving their homes from certain annihilation, resentment toward King Kerume only grew as his friendship with Chani deepened.

King Tatal's Reign

Tensions between nekos and King Kerume continued to increase until 1427, when King Kerume was assassinated in a coup.  Gewaz Tatal, the leader of the rebel force, then crowned himself the second King of Negav.  However, tensions showed no signs of abating.  Those who supported King Kerume opposed Tatal ferociously for putting an end to a period of relative peace and prosperity, calling him a usurper.  Worse, a vengeful and grieving Chani was frequently sighted rampaging around the region, ravaging any neko settlement and devouring its inhabitants to the last.  Compounding these issues, humans living in Negav grew uneasy, as many of the new king's policies were targeting them specifically.  In 1465, Tatal is deposed in a coup.  Though he escaped with his life, he left the throne vacant and without an heir.  Upon hearing that her friend's murderer had been dethroned at last, Chani ceased her rampages.  She then left the region and was never seen or heard from again.  After a long and heated dispute over inheritance of the throne, Mazdam Tohno, a chancellor who had once served King Kerume, is then crowned the third King of Negav.

King Tohno's Reign

In 1736, King Tohno ordered a massive wall of stones to be built around the city's perimeter.  The most skilled of earthshapers in all the realm were all gathered in one place.  They toiled day and night tirelessly, until months later, when the Great Wall of Negav was finally complete.  King Tohno was confident that the Great Wall of Negav would prove an insurmountable bulwark and a symbol of Negav's might against any giant monster prowling the region.  In 1757, his claim would be tested.  A large group of marauding centaurs attacked the city, seeing its bold presence as a challenge to their kin.  Though the assault was fierce and casualties numbered in the hundreds, the Great Wall proved too resilient to breach and offered key strategic positioning for the city garrison to fight back on relatively equal terms.  The centaurs attempted to mount a siege, but with the region almost stripped bare of preys during their previous raids, they soon ordered a retreat.  News of this incredible feat reached other, smaller settlements across neighboring regions.  Humans, nekos, elves, and even small nagas, dridders and harpies began looking at Negav as a safe haven, much like the Sagolian Empire of legends.  Many migrated over to the city to begin new lives there.

The Negav Civil War

Alas, come 1779, tensions once more rose between humans and nekos.  Humans began rioting in the streets, demanding more rights and more representation.  Elves, on the other hand, remained neutral, and openly criticized the rash actions of both humans and nekos.  In a bold move, Prince Makem, the son of King Tohno, met with the protesters personally, bringing with him no weapon and none of his personal guard.  He tried to negotiate with the leader of the rioting humans, hoping to come to an agreement through diplomacy.  Things seemed to looking up, until Makem was critically wounded by an arrow from a human assassin.  Outraged, King Tohno ordered the garrison to impose a severe crackdown on all present and future protests.  Clashes intensified and threatened to descend into a full-blown civil war.  The king's advisors pleaded for a truce, as the infighting were pulling guards away from the Great Wall, a prospect that would spell certain disaster.  King Tohno reluctantly agreed, and in 1784, ordered the crackdown to be suspended.  Despite this, tensions remained high and skirmishes between humans and the neko garrison continued to occur sporadically.  During this tense period, a small group of powerful mages took up quarters in Negav and discreetly opened a small magic school in 1798.  They were headed by a man named Fergo Thelandros and they called themselves the Ps'isol Mages.

The Great Destruction

In 1836, the largest human riot in Negav's recorded history suddenly erupted in the streets.  This time, King Tohno had had enough, and ordered the entire city garrison to take up arms, including all soldiers stationed at the Great Wall, and crush the human rebellion.  King Tohno's advisor begged him to cease the fighting and give the humans what they wanted, but he refused to listen, and even arrested some of them for treason.  Then, in 1837, the Great Destruction happened.  On this ill-fated day, a group of giant nagas approached Negav and noticed how neither a single guard, nor lookout was stationed at the Great Wall.  The nagas immediately seized the opportunity and began climbing the sides of the wall.  Everyone inside was caught completely flat-footed and mass panic swept across every corner of the city.  The nagas scooped up the forces fighting closest to the wall and greedily stuffed them in their mouths before swallowing them alive.  News that the city had been breached soon reached the other nearby predators, who spontaneously all flocked toward the city to partake in on the feast.  The mighty Great Wall of Negav soon collapsed under the giant army's relentless assault.  For three days on end, giant nagas, dridders, harpies, centaurs and sphinxes rampaged through the street.  Houses and infrastructures were torn apart as the giants searched every square inch of the city for prey.  Any unfortunate man, woman or child who failed to escape was eaten alive on the spot.  The city garrison fell into disarray and were slaughtered almost to the last.  Some tried in vain to protect civilians, but most fell in a panic trying to save their own hide.  King Tohno, his Queen and Prince Makem were reportedly eaten alive in their own palace.  Some of the giants became consumed by their greed and gluttony, and began fighting one another, killing countless civilians and reducing buildings to rubble.  The only salvation for the Negavians were the underground tunnels built during King Kerume's reign and the giants' bloated stomachs reaching their maximum capacity.  After three days and three nights, the giants ceased their attacks and left Negav to look for more prey elsewhere.  The city was left in ruins, a ghastly mirror image of the Ruins of Ur-Sagol.  The Great Wall of Negav, the once proud symbol of the city, was now nothing more than dust, gravel and shattered stones.

Rise of the Ps'isol Rule

Though the Great Destruction lasted only three days, the survivors remained hidden underground, too shell-shocked to head back to the surface, save to search for food.  They established their own little community, which would eventually become the Underground Slums of Negav.  They continued to remain idle, until 1840, when the Ps'isol Mages decided it was time to take matters into their own hands.  They gathered any able-bodied man and woman, and headed back to the surface to begin Negav's reconstruction.  The Ps'isol Mages were met with only meager opposition, as most of the survivors were still too shocked by the catastrophe too question their leadership.  Come 1851, as the reconstruction was beginning to make some tangible headway, a race of humans possessing advanced technology arrived in Felarya.  They called themselves Vishmitals and offered the Ps'isol Mages their services to defend Negav and help in the reconstruction.  The Ps'isol Mages were at first hesitant to receive their aid, suspecting ulterior motives, but given the city lacked manpower, nevertheless agreed to their services.  Their first order of business was to erect a new Great Wall, bigger, sturdier, and equipped with better defenses.  As decades passed by, the Ps'isol Mages steadily grew in power, their powerful magic earning the respect of the Negavians.  Then, in 1893, the city was at last completely rebuilt.  The Ps'isol Mages unveiled their latest creation: the Isolon Eye.  This marvel of magic could keep away any giant monster or predator from ever coming close and offered complete protection to the city, or so they claimed at least.  The Negavians were at first incredulous, but were soon shown proof that their claims were true.  A small group of marauding giant dridders were hunting around the region and decided to attack the city.  But, as soon they came in proximity of the river, they suddenly turned tail and fled, as if compelled to abandon and shun the area.  The Negavians lauded the Ps'isol Mages as heroes.  Two years later, they officially declared themselves the new rulers of Negav, something that was almost unilaterally accepted by the Negavians since they had already been in charge for decades, and established the Magiocracy.  The Ps'isol Mages renamed themselves the Ps'isol Council.

Reclaiming the Ascarlin Mines

Over the following years, the newly established Ps'isol Council turned their eyes over to the Ascarlin Mines.  Following a colony of giant rock harpies migrated over to the Ascarlin Mountains and promptly took the mines.  Anyone who trespassed in their territory was eaten alive.  It was clear that until they reclaimed the mines, Negav would remain a shadow of its former glory.  But an assault would prove suicidal.  Only the most talented of mages, after undergoing years of intense training, could stand a chance against the giant harpies.  But such a force would be too small and decimated almost immediately.  The Ps'isol mages then turned over to their allies, the Vishmitals.  Their advanced weapons could be mastered by just about anyone and in the fraction of the time one would take to master high level magic.  But their weaponry alone would not be enough to conquer the might rock harpies.  As such, the Ps'isol Council and the Vishmitals decided to combine their armed forces into a single military, one comprised not of Vishmital soldiers and the Council's elite Battlemages, but also weapons born of the Vishmitals' science and the Ps'isol Mages' wizardry.  In 1925, this new miltary was officially unveiled to the public.  Its name: the Isolon Fist.  Under the leadership of now retired General Novan, their first mission was to repel the nearby rock harpy colony from the Ascarlin Mountains' south-eastern, recapture and secure the main route to the mines, and exterminate any beast nesting inside.  The raid on the mines was grueling.  Thousands of brave souls lost their lives during the assault on mines, either swallowed alive by harpies, torn to shreds by beasts, or crushed under landslides.  Several months had passed and news finally reached Negav: the operation was a success.  The news that the mines were under their control once more resounded throughout all of Negav.  The Isolon Fist become an inspiration among Negavians, many figures becoming legendary war heroes.  With and the mines back under their control, Negav began expanding at a blistering rate once more, and with the resounding success of the Isolon Fist, science and magic slowly and steadily became deeply intertwined throughout the city, marking the beginning of the age of magitechnology.

Founding of Motamo Docks and the Nekomuran Exodus

But all was not well.  In 1941, the Ps'isol Council signed laws that forbade small predator species such as nagas, dridders and harpies from owning and renting property, or housing inside the city.  For many, this was a dagger to the back.  For nearly two hundred years, the city had provided them a shelter against their giant ravenous cousins, and now they were being arbitrarily kicked out.  However, many survivors of the Great Destruction actively spoke out against the small non-human races, how they were no different from their giant, monstrous cousins.  Disgusted, nagas, dridders and harpies left the city in droves and founded their own little, Motamo Docks, by the river bank.  A few years later, tensions between humans and nekos rose yet again.  Nekos complained about the changing of demographics and how they were treated as second class citizens, with new laws being passed targeting them and lacking true representation.  Humans still blamed them for being responsible for the Great Destruction and that this was justice for the calamity they caused.  Elves criticized both sides and received ire from both humans and nekos for never taking action to prevent the catastrophe.  After centuries of fighting, the nekos had had enough.  In 1953, the majority of the neko population begin a mass exodus, allegedly "encouraged" by the Council, and founded their own village, Nekomura, just north of the Ascarlin Mountains.  They were offered to live alongside the inhabitants of Motamo Docks, but declined.  The nekos believed that they wouldn't be free of Negav's prejudices unless they settled far away from the city.  Plus, they too were uneasy with the idea of living with small predators.  Under the Mancala accord, the Ps'isol Mages provided Nekomura with a smaller Isolon Eye for protection.  However, Nekomura soon discovered that their Isolon Eye was a weak copy and had to be periodically recharged, which they must pay for with a tribute of food and supplies.  This felony only served to deepen the longstanding resentment between the two races, both inside and outside the two settlements.

The Ps'isol – Vishmital Cold War

Things became peaceful again, until 1977, when tensions between the Council and the Vishmitals began to increase over supreme leadership of the Isolon Fist.  The Isolon Fist was then splintered into two forces, the majority of the foot soldiers remaining loyal to the Vishmitals, and the Battlemages continuing to swear allegiance to the Council.  The two factions didn't engage directly until 1988, when open skirmishes between Vishmital soldiers and the Ps'isols' elite Battlemages began rocking the city streets.  Tensions quickly escalated to an all time high despite efforts by representatives of both parties to cool things down.  They eventually succeeded, reminding them not to repeat the same mistakes that caused the Great Destruction, but the rift between the Council and the Vishmitals remained huge.  In 1990, a Vishmital commander mysteriously vanished.  After a lengthy investigation, they caught the culprit, a Nemesis, who confessed that she ate the commander in his sleep.  Though she never officially revealed whose side she was on, the Vishmitals presumed her an assassin hired by the Council.  This sparked a new round of violence between the Vishmitals and the Council, and the cold war between the threatened to become hot.  However, two years later, a Vishmital outpost established in the Great Rock Fields was attacked and fell under control of Storm Sprites.  This unexpected turn of event dealt a huge blow to the Vishmitals' campaign in Negav, who then immediately began negotiating a truce and a new power-sharing accord with the Ps'isol Council.  The Council agreed to give the Vishmitals full authority over all matters concerning the military once more, but on the condition that the Council remained the supreme commanders of the Isolon Fist and retained veto power over their decisions.  The Vishmitals begrudgingly accepted, ending the cold war between Negav's two leading factions.


Geography and Infrastructure

Negav is situated directly south bank of the Motamo River.  The wide river surrounds the the city on the north and western borders, and parts of the eastern flank, serving as a natural moat of sorts.  The city itself is built on a somewhat low hill covering an area of well over 110 square miles.  As it lies in such close proximity of the Tolmeshal region, Negav experiences a strong tropical climate all year long and rarely experiences overcast weather.  Thankfully, the presence of the Motamo river helps keep the hot temperature down to relatively bearable levels for those unaccustomed to the jungle heat.  Rainfall occurs at an approximate recorded minimum of once a month, though Negav is no stranger to the occasional storms and downpours.

The Great Wall of Negav

Negav is surrounded by a massive wall, aptly named the Great Wall of Negav, a marvel of craftsmanship and magic combined.  They tower hundreds of feet tall, protected with powerful cannons and other weaponry.  The city has only two entrances: the Victory Gate, which leads north of the Motamo River across Asianas Bridge and is the most frequently used entrance, and the Watchers' Gate, which leads to the southern.  Both are heavily guarded not only by weapons and diligent Isolon Fist soldiers, but also all manners of detection devices and identification spells to ensure that nothing unwelcome sneaks in.  The gates can also be sealed off in an emergency, with massive reinforced doors able to close very quickly.  The architects chose not to reveal all of the walls' secrets, but one of them is that they appear to be covered by almost pure Xythium, a very rare and extremely hard metal.  The area immediately surrounding the city is home to a few farmlands and access to a number of underground shelters.  Directly to the east of Asianas Bridge is Negav's Dimensional Gate.

The City

Within the walls, the city of Negav is a sight to behold.  All manner of gleaming towers, imposing temples, bustling markets, noisy taverns, mage academies, and exotic shops can be found within this busy city.  It's not an excpetionially beautiful city, but it's swarming with life.  The congested and busy streets are full of noises, shouts, and buzzing with thousands of conversations, offering a striking contrast with the rest of Felarya and its untamed wilderness.  Space in Negav is however lacking in Negav.  As the city expanded, buildings were built closer and closer together, practically touching each other, if not outright fused together.  As such, most of Negav is built vertically rather than horizontally, with multi-layered buildings and households being the norm rather than the exception.  Some neighboring buildings are even connected from across the streets via bridges, allowing one to head directly to the floor of another building from the one they are currently at.

The city itself is heavily fortified.  It not only boasts natural defenses such as the river and the hill it is built on, and the Great Wall of Negav, but also several inner walls.  These inner walls are modeled directly after the Great Wall and are just as heavily guarded, though they are noticeably thinner than the Great Wall and are defended by comparatively weak turrets.  The inner walls divides the city into three major districts called Tiers, each with their own sub-districts, as well as the underground area.


  • The Lower Tier is situated at the foot of the hill and is the closest to the Great Wall.  It houses many buildings designed for defense, barracks for the Isolon Fist and the Negav Police, the Great Foundry, and the Hydromancers' Guild headquarters. The Lower Tier has the largest number of inns and taverns, and is the part of town where adventurers and off-worlders usually meet and congregate.  Negavians who live in the Lower Tier rely mostly on adventurers and explorers for their livelihood, with many shops selling weapons, magical scrolls, artifacts, and various items an adventurer may or may not need in their quests.
  • The Middle Tier is situated higher up the sides of the hill and is where the majority of Negavian citizens have permanent residence.  It is where most of Negav's major public services such as markets, banks and the Healers' Guild headquarters can be found.  The Middle Tier is also home to a variety of public squares, parks, temples and churches, and places of entertainment.
  • The Higher Tier is situated at the top of the hill in the center of the city.  Though smaller than the Lower and Middle Tier, it is where the Magiocracy's holds its administrative buildings and where the Ps'isol Council's Isolon University of Magic is located.  The Magiocrats' mansions and the Vishmitals' headquarters can all be found in the Higher Tier.
  • The Underground is located in the ancient tunnels beneath the city.  Much of Negav's major functions such as graveyards, prison, sewerage, and water treatment are managed in facilities underground.  The Underground is also home to the slums, where people who can't afford housing aboveground call their home, and have their very own communities and markets.


The three Tiers are separated by inner walls, all modeled after the Great Wall of Negav, though they lack much of its defenses.

The Isolon Eye

In the center of the city, in the Square of Hope atop the hill's summit, lies a large, spiraling marble tower.  At the very top of this tower stands a large purple crystal, roughly 20 feet tall, known as the Isolon Eye.  It was created by the Ps'isol Mages as a testimony to their formidable power.  It's a little marvel of magic and very few understand how it works, but what matters is that it keeps many gargantuan monsters from coming in proximity of the city.  The Eye does not project some sort of tangible force-field, rather it creates magical vibrations that repel man-eating creatures over an enormous radius.  Some researchers have established that the larger and more voracious the creature, the more pronounced the effects are.  For example, the naga Crisis or the succubus Menyssan, both infamous for their enormous appetite for humans, would be stopped at a large distance away from Negav while a smaller, less voracious pantaur could venture closer to the city.  The effects are gradual, and the closer a predator gets to the Eye, the more difficult it becomes to resist its effect.  Moreover, if for some reason a predator was made immune to the Eye's effect, brought close to it, then their immunity removed, it would most likely die from the sudden unbearable surge of discomfort.  Some rare beings, however, seem to be much less affected than others by the Eye, and fewer still appear completely immune at all.  The reason why remains a mystery.  Interestingly, fairies appear to be the most affected by the Eye, as unless they absolutely do not see humanoids as food, they will be repelled regardless of their current size.  The Eye is, of course, guarded constantly by the most elite members of the Isolon Fist, as the entire city could potentially be overrun by ravenous predators, especially flying ones such as harpies should it be damaged, destroyed, or stolen.

Magic and Technology

Technology in Negav is closely intertwined with magic, often referred to as Magitechnology, or Magitech for short, and make good use of the special properties found in lot of the resources of Felarya.  For example, Scintilla stones are used for making lighters, ovens, and furnaces.  Boraloupes, Negav's equivalent to freezers and refrigerators, are a type of insulated box coated with Boralite to preserve food and keep it cool.  Actinite in conjunction with Mazhir gems are used to power many things such as lamp posts and street clocks.  Once depleted, the gems can be taken to a Mazirite, a mage specialized in recharging them.  This provides Negav with a virtually endless source of electricity with none of the encumbrance of a power plant and a web of electrical cables.  The downside, however, is that the while it releases a steady amount of energy released, it is still quite low and extended over a relatively long period of time.  Mages and scientists are researching for ways to make the mazhir gems release their stored magic instantly.  It's worth noting that a select few important buildings are linked to a more traditional back-up power grid in the event of city-wide power outage.

Transportation and Telecommunication

Due to the streets being so narrow and always bustling with activity, traveling around Negav in a ground vehicle or on a mount is next to impossible.  Public transportation is instead handled by a network of portals, which are modeled after the Dimensional Gate, though much smaller in scale.  These portals are found at stations in specific districts, much like a train station, and like the Dimensional Gate, they change which station they are connected with every few hours based on a specific schedule.  Emergency vehicles such as ambulances, and some military vehicles like Jetbikes, are built partially out of Eidoron Rocks, allowing them to fly above most of the traffic and head in a straight line to their destination.  Oddly, Negav has no form of public telecommunication, being reserved exclusively for the military and law enforcement instead.  Plans to bring a telephone service to the public are underway, but considered a low priority.


Demographics

Negav boasts an official population estimated at over 750 000 inhabitants and a population density estimated at 6818 people per square mile.  These numbers, however, don't account for all the travelers, adventurers and underground residents, causing Negav to likely be the most crowded settlement built by human hands.  Negavians form a very cosmopolitan society, coming from worlds from all around the universe.  Curious adventurers, greedy treasure hunters, foolhardy warriors, ruthless thugs, stranded travelers, self-proclaimed heroes... they all came there with the prospect of becoming fabulously rich, retrieving legendary artifacts, becoming stronger, living a peaceful and eternal life, or simply ended there by accident.  Even with so many varied origins however, living in a world such as Felarya gave Negavians some commonly shared traits.  They form a hardened and rather fatalistic people, practical and quite cynical.  They frown upon wastefulness and will often try to take what is apparently broken or damaged and either repair it or turn it into something useful.  They are not very easy to impress and difficult to cow.  Wise magiocrats know their rules on Negav cannot be too tough and must remain bearable, unless they want to have their heads on a pike.  Negavians have revolted many times in the past, and have gone trough many catastrophes but, like their city, they are still there.

Negavians tend to complain a lot about life on Felarya, but at the same time, they hold a sense of pride in being there, on what is widely recognized as one of the most dangerous known worlds for humans.  Moreover, living in Negav feels like being in the center of things, with so many different people passing through, carrying with them rumors, epic tales and, sometimes, fantastic treasures.  Negav is the city where adventures and legends are born.  Many people who have lived in Negav for several years, but decided one day to leave Felarya, find themselves irresistibly drawn back to the city a few years later.  They say that life does not have the same flavor outside Negav. As the saying goes: "Once a Negavian, always a Negavian."

Non-human Races

While Negav's population is predominantly human, an important community of nekos, inus and elves live there, as well as a few humanoid species from many worlds.  Negavians are naturally cautious of non-humans.  With so many beings coming from other worlds, they have developed at least a certain tolerance toward them, but they aren't welcoming them with open arms either.  For example many taverns and bars would refuse entry to creatures with too many arms or inhuman features.  The situation is even worse for tauric beings.  Simply entering Negav nowadays is very difficult for them, and the few who are admitted in can feel an acute and unrelenting latent hostility all around them.

There are some debates whether or not these laws should be lifted or at least alleviated.  Those who are in favor of the lift cite that the inhabitants of Motamo Docks having stood in close proximity of the Isolon Eye without ill effects for generations as proof that they are no more harmful than other humans, and that their unique abilities could strengthen the city's forces.  Those against it argue that Negavians would never come to trust small predators, and that even if they did, households would have to be designed specifically for their unique body types and other needs, an impossibility in their opinion given the city's lack of space and a waste of government funds.

Religion

Being a melting pot of cultures from countless different worlds, it comes to no surprise that Negav is home to a wide variety of different religions.  Over 200 different religions is estimated to be practiced within the city walls alone.  Some worship major deities revered across many worlds and enjoy great recognition, or infamy, while others worship minor, relatively unknown gods.  Most religions in Negav are actually small cults who prefer to hide in the shadows than spread their faith from within the cloisters of lavish temples or cathedrals.  Many such groups worship living beings on Felarya, such as the Seekers of Sineria or the Sleeping Darkness, two cults who seek to revive Empress Sineria and Queen Déméchrelle respectively, or seek infernal power by worshiping and praying to demons for personal gain.  Although such cults are technically illegal in Negav, the magiocrats turn a blind eye on them, reasoning that they are more likely to fight each other and that their meager numbers pose no credible threat to them whatsoever.  Negav's major religions include the likes of the zealous and technologically advanced Cult of Oth, the secretive Followers of Khord, and the conservative Cult of Minalca.


Economy

(under construction)

With the completion of the Dimensional Gate, Negav has become a small interdimensional hub of commerce.  Most of its major exports include unique Felaryan resources, food, handcrafted goods and art, and assorted magitechnology.  Most of Negav's major imports come in the form of food, as the farms alone are not quite enough to keep the whole city sustained.  Countless merchants from different worlds has flocked to Negav hoping to sell wares never seen before in Felarya, making the city-wide selection of goods extremely diverse.  One of Negav's primary source of income naturally comes in the form of adventurers and explorers, with entire districts such as the Lower Tier designed to capitalize on them.

The cornerstone of Negav's economy is, of course, the trade of ascarlin, and the primary reason why the city was able to expand at such a rapid rate.  High ranking Isolon Fist troops patrol the main route to the ascarlin mines every hour of the day, every day of the week, keeping bandits and beasts away.  A few small copies of the Isolon Eye help keep giant monsters at bay, and much like Nekomura's copy, these too must be periodically recharged, with the Battlemages in charge of protecting them being taught the secrets to keeping them energized.  Besides ascarlin, Negav often mounts expedition to various corners of Felarya retrieve other precious gems and ores, actinite and Felaryan Silver.  Mercenaries are often hired to hunt for the resources with the promise of generous rewards and prestige, if they can return alive, that is.

So far, plans to expand the city toward the Ascarlin Mountains to the west have been constantly delayed.  The reasons for this are many, including, but not limited to, the unstable terrain around the mountains and the Motamo River making westward expansion all the more difficult.  Furthermore, establishing a colony closer to the mines would also mean creating a new true Isolon Eye, an extremely long and complex process compared to its small, weak copies.  A new Isolon Eye would also mean a faction of the Isolon Fist would have to be pulled from their current duties to protect it.  Some of the magiocrats are also nervous at the idea of over-expansion, worrying the city could suffer the same terrible fate that befell Ur-Sagol long ago.  This creates heated debates among members of the city assembly, although the prudent faction is the clear minority.

It's interesting to note that, despite their rich magitechnology, Negav is described as a Type 7 pre-industrial society by the Galfam-Abh MURCOWIH.  This is because, with the exception of the Great Foundry, Negav doesn't have any real industries where goods are mass-produced.  Instead, major businesses and services are controlled by guilds, where people are free to join or start their own guilds.  Handicraftsmanship is one of Negav's most enduring tradition, with generations of artisans taking enormous pride in their work.  It is one of the most commonly cited reasons why Negav is so hesitant to fully industrialize despite having the means of doing so.

Tourism

Besides adventurers, some come to Negav to experience some of its sites and partake in Felaryan culture.  Major tourist destinations includes Jaslow Arena, Dayama Theater, the Street of the Red Flowers, the Grand Market District, Otanac Square and the Sanctum of the Shining Star.  A few tourism guilds have begun to appear in the city to promote worlds connected to the Dimensional Gate for people to visit, such as the Felarya Museum on Alrinic, but some far less scrupulous ones like to advertise Felarya's untamed beauty as a place to visit, often with a conspicuous "All Sale is Final" policy.

Currency

(Include a link to example of transactions)

Skevols (SK) are the local currency in Negav.  They come in shiny and ornate one-inch coins made of Tessium.  There are coins of 1, 5, 10, and 50 Skevols valuations.  For small transactions, Skedas (SKD) are used.  They are essentially small skevol coins and 100 of them are worth a Skevol.

Based on universal rates :

1 Skevol is worth 12 Platalis
1 Skevol is worth 2 Kejdoran shkings
2 Skevols are worth 1 Gol
5 Skevols are worth 1 Yolem
120 Skevols are worth 1 Tetros
200 Skevols are worth 1 Rainbow pearl

Faldong gems (FG) are the second most used currency on Felarya and are used for important transactions.  They appear as a small, bright red gem, slightly warm to the touch, with always the same, slightly flower-shaped Rosakis cut and the same weight (Hence the popular expression "to give flowers to someone", meaning "to pay someone").  A 1 carat Faldong gem of a rosakis cut is worth 100 Skevols.

For huge transactions, people resort to raw, pure Ascarlin (ASC). Even a tiny fragment of Ascarlin is easily worth 50,000 SK.

One of the first practical problems someone might run into when visiting Negav for the first time is finding out that their money has suddenly become worthless.  Negav has a few currency exchange services where they can convert some of the most common types of multidimensional currencies such as gols, platalis, Kejdoran shkings, yolems, rainbow pearls, and tetros into skevols, though they charge ridiculous prices for it.

It's interesting to note that Negavians are extremely cautious about the concept of fiat money such as bank notes.  There are many horror stories of entire worlds collapsing and being ruined by such system running out of hand. Proposing such deal to a merchant in Negav will earn you a hard look and will even end the transaction in most cases.


Education

(under construction)

Public schools are distributed across multiple districts in the Lower and Middle Tier, and offer most standard subjects people have come to expect from developed countries. Children of noble families in the Higher Tier, on the other hand, are generally home schooled, privately tutored by first class teachers under the family's employ.  Being a society that thrives on magic, magical studies form a core aspect of Negav's education.  Elementary magic classes focus almost entirely on basic theory, while secondary classes concentrate on more advanced theory as well as the works of famous wizards and sorceresses, and also offers practical classes for those who are serious about pursuing a career in magic.

Higher Education and Research

Tertiary education differs quite a bit depending on which Tier one is from. Residents of the Lower and Middle Tier usually go through two years of apprenticeship at a local guild towards any craft of their choosing. Lower Tier citizens tend to be apprenticed as craftsmen or merchants, while Middle Tier ones have a few more options. People of the Higher Tier are personally apprenticed for more prestigious positions. Regardless of one's station, there is always the option of attending the Isolon University of Magic for those who wish to pursue a magic intensive career, or the Academy of Science for those who have a keen interest in science or engineering.

Naturally, due to the rich ambiance of magic in Felarya, Negav is at the forefront of magical research across countless magically advanced worlds and societies.  All manners of scholar, mage, wizard or sorceress have come to Negav to study some of the most arcane magical phenomena in their natural environment, test many theories and hypotheses, as well as push the boundaries of magical research in general to new heights.


Healthcare

With the properties of the Felaryan soil, it comes to no surprise that medicine is another one of Negav's most popular sectors in the scientific community.  For nearly as long as the city existed, doctors and healers of all sorts came from countless worlds came to Negav in the hopes of studying the Felaryan soil's miraculous properties and medical research in the creation of new and more effective remedies has improved leaps and bounds.  Negav's health system is handled by the Healers' Guild, whose headquarters doubles as the city's general hospital.  It combines the use of Felarya's soil with well-known healing magic and tonics, as well as traditional techniques passed down from famous physicians and surgeons.


Law Enforcement

(under construction)

Formerly known as the MSD( Metropolitan Security Division ), the police of Negav used to be a centralized and brutal corp overseeing all of Negav's internal security, using fear and a massive network of informers to keep the populace under control.  However due to their increasingly violent nature, increasing tensions with Vishmitals, and a changing political climate, such a force was deemed unnecessary and ordered to disband by the Magiocracy.

Today, the reformed Negav Police Department is a mixed force.  Their ranks are of Vishmitals, Negavians volunteers from many horizons, and a few mages.  It's not a perfect police force, as many of its members tend to bicker among themselves and to stay loyal to their group.  For many years, this infighting caused the new Negav Police to be viewed as a heavy, clunky machinery by the citizenry, slow to act and corrupted.  Today, with many diligent members of the force accomplishing diligent work and preventing all sorts of crime, the NPD's reputation certainly improved greatly, though it is still far from being the most respected profession.

The Negav Police is modeled somewhat after the Isolon Fist, boasting a similar training regiment designed the strengthen both body and teamwork, and high-risk.  Police patrols and most common situations are handled by two-man teams.  These teams are formed based on many factors: who works best together, whose abilities complement each other best, etc.    Patrols occur primarily in the Lower and Middle Tier, as many of the magiocrats living in the Higher Tier possess their own private security force.  High-risk situations, on the other hand, are handled by small squads led by one or two mages.  The police's equipment is largely similar to the Isolon Fist's, though theirs is not as advanced nor as powerful, with most of their arms and armors lacking magical enchantment altogether.

Criminality

Though the city is largely protected from the local fauna though, the most common predator one might typically find in Negav is the criminal type.  Being a city that regularly receives a large influx of adventurers, a good number of them are shady people, well armed and prone to violence with questionable morality.  You can find many con artists in Negav, or smugglers selling illegal or fake goods.  Others may come to get involved within the Black Market or the Assassination Industry, which are big, since Negav connects dozens of important worlds.  In its poorest and most violent districts, where streets are dark and narrow, one's life expectancy don't go much higher at night than, say the calmer parts of the Felaryan jungle.

The NPD tries hard to keep the streets clean, but Negav's criminals are typically well organized and hardened.  You can find many veterans or former mercenaries among them, adventurers of all sort who fall into disparity, or for whatever reason, take up a life of crime as well trained and resourceful individuals.  For the police force, maintaining order in places like Cremona Maze and The Underground is especially nightmarish.  Walking in those areas leaves oneself at the risk of being robbed, pick-pocketed, kidnapped, or worse if they have done something to stir the anger of the wrong crime lord.


Culture

(under construction)

Adventurers and outsiders have influenced Negav's culture since its early days as a humble trading community.  For explorers and mercenaries, it is one of the few known places where one can find weapons and armors of all types, from humble swords and steel plates, to arcane magic tomes and enchanted rings, to semi-modern firearms and ballistic vests.  Today, Negav is a melting pot of customs and traditions from countless different worlds and traditions.  Its visual arts, literature, cuisine, dialect, cuisine and architecture have all been influenced in someway by civilizations that came before and after it.  Felarya's history is especially popular in Negav, with many paintings, performances and novels taking place, referencing, or re-imagining key historical moments.

Architecture

Negav's architectural style is often referred to as Neo-Sagolian.  The Sagolian style started to appears in Negav in 1995 A.U.  After the tense cold war between the Ps'isol Council and the Vishmitals, the city breathed a sigh of relief.  Pulled by a new momentum, its richest parts start to flourish and thrive.  Culture surges forward as the city seeked to find its identity.  At this time, new discoveries about Ur-Sagol fascinated Negav.  The Sagolian tragedy became celebrated and idealized in several famous pieces such as the play "The Fall of our Fathers".  Many new buildings started to use references and motifs of that idealized Sagolian style: Massive symmetrical structures with lot of ornaments, large columns, arches and vaults.  Those buildings were usually toped by large hemispherical domes and typically crowned by small cornices and horizontal molding displaying various motifs and decorations.

The style thrived and progressively extended to tapestries, sculptures and furnitures as well.  It then came to a stand still for several years as people started to find it a little too rigid, geometrical and perhaps a little dull.  It started to merge with various others influences.  Structures became a bit less massive and symmetrical, and orderly arches gave way to more dynamic, flowing curves and whiplash.  That blend progressively creating a unique style that could no longer be called "Sagolian" and thus became Neo-Sagolian.

Language

One can hear a multitude of different languages and dialects around when walking the streets of Negav.  The Translation Spell would allow you to understand them with ease when spoken.  However when they are written, you are on your own!  The dominant language in Negav is Mexhyli, a liquid and vowel-rich language from the home world of Lord Thelandros, the founder of the Ps'isol Mages.  It's the one taught in most schools, and used on every important informations and signs in Negav.  In some of the northern and western districts, the more musical Palayam has taken roots, while in Cremona Maze and other southern areas, you hear a lot of Dogrish, a complex, dense and fast sounding language that quickly convey a lot of informations.  With its wide range of inflexion and tonality, Kalil is the preferred language of many merchants and storytellers alike, allowing to quickly catch and captivate the attention of an audience.


Politics

(under construction)

Negav is ruled by two primary factions.  The Ps'isol Council, or just The Council, an order of eight powerful mages collectively known as the Ps'isol Mages.  Their names mean "Enlightened Ones" in the language of Tedomes Teraph, one of the founders of the order.  The other faction is the Vishmitals, a highly militaristic race of humans possessing advanced technology and destructive weaponry, and control most of the Isolon Fist.  The two factions eye each other suspiciously, but they know they need each other, as it is their unusual combination of scientific might and powerful magic that has kept the city safe since the Great Destruction, and so they share the power in an uneasy peace.

Like their name implies, the Ps'isol Mages rule by the sheer might of their magic.  In the past, the council membership was a very tightly kept secret and only a council member knew who the other were.  However, as they consolidated their power, their lifestyle became more comfortable, opulent and luxurious, and this secrecy became an annoyance with little use, and was eventually dropped altogether.  Council members use a system of rotation among themselves to designate their leader.  That position is currently held by the young and ambitious Lady Lesona.

After the Council rose into power, they established the Magiocracy.  It is a political system where the families of distinguished mages, such as Isolon Fist generals and mages who made breakthroughs in the development of the city, are elevated to the rank of nobility and receive the title of Magiocrat.  These magiocrats are granted numerous prestiges, the most important of which being a seat at the biannual city assembly, where new laws and events are discussed and debated at great length.  A mayor is also voted by Negavian citizens to serve as the general representative for the common folks during these council meetings.  Though rare, it is possible for a magiocrat to acquire the title of Ps'isol Mage after passing a very difficult test.  Many candidates take it, but very few ever achieve it.  For the few who did, it's a recognition of one's excellent prowess at magic, and a highly regarded status inspiring awe and respect and that opens numerous political gates in Negav.  It's interesting to note that there has been Ps'isol Mages stripped of their title in the past, although that remains an exceedingly rare event.

The Ps'isol Council's rule is definitely authoritarian, however.  They share most of the executive power among themselves, leaving very little outside their hands.  Though lesser magiocrats and the mayor may voice their opinions, and attempt to influence which direction the city should be heading, ultimately, all decisions made by the Ps'isol Council are final.   Many magiocrats, Psi'sol Mages and Vishmitals are corrupted, arrogant and condescending.  There are many plots, counter-plots and maneuvers taking place behind the scenes among the many actors and political forces of that huge, dangerous city.

Yet you would find few Negavians who would complain, at least not too loudly.  In a world as dangerous as Felarya, security is the absolute, highest priority in the population's mind.  The Council guarantees that security, thanks to their most famous creation, the Isolon Eye, allowing them a long and relatively unchallenged reign for decades to come.  Indeed, for most Negavians, if the price to pay to be safe from predators is to obey the rule of a bunch of rarely seen mages who hardly bother mixing into the affairs of the simple mortals, seen as way too trivial and unworthy of their precious time, then so be it.


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PostSubject: Re: Negav - Main Article   Fri Oct 09, 2015 1:59 am

Great job on this. There are many points you made much more clear and there are some ideas you added I really liked like the part about about transportation and portal "stations". Along with your work on the history, it's going to helps a lot ^^

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PostSubject: Re: Negav - Main Article   Fri Oct 09, 2015 7:31 am

Overview:
Is fine as it is, but I think the focus lies too much on what it is to people, and too little on what Negav is in its entirety. Its a huge, onion-shaped city with heavy fortifications stacked in multiple layers, located on a hill and surrounded by a wide river on two sides. And to top it off, it is also guarded by heavy defensive magic and the unique repellant properties of the Isolon eye, serving as a shield against anything voracious that could pose a threat to the inhabitants. Its outer walls offer room for more than 750.000 citizen, though that doesnt take into account all the travellers, adventurers and those that live underground, causing negav to likely be the most crowded settlement made by human hand.

History:
As it stands, in the current canon, Negav is a city dominated by humanity. Nekos, and other demis, are more like outcasts and have a lesser standing. So it feels a little weird to have negavs early phase dominated by Neko characters.

The history itself is okay, since i never paid too much interest in it, other than research that is relevant to the video games I am working on. Thus, I cannot really say anything about right or wrong, however, I notice that you tend to try and point out facts, at the same time you write something like
Quote :
They steeled themselves for what could very well be their last stand, as Sineria returned to Supprozad to prepare for her assault, licking her lips in eager anticipation.
...which doesnt seem to fit into a brief description. That sounds more like a line from a story, rather than a quick rundown of events. Unless licking her lips was somewhat important.

I think it is a good thing that you have events (such as the demecrelle thing) on all of felarya somewhat affect the history of Negav, it gives the universe a more connected feel.


Quote :
News that the city had been breached soon reached the other nearby predators, who spontaneously all flocked toward the city to partake in on the feast.
I think this is going a little too far, seeing how most predators are loners, and within the time they raided the city, it doesnt sount too believable that the preds take the time to tell their friends about it, especially if you consider how relatively rare giant beings are supposed to be... Unless that breach took longer than a day or two, but you said the whole thing took only 3 days for a whole army of giants - that sounds too organized for a bunch of roaming wild preds.
So Id consider this to be turned down a little or at least give reason what attracted so many giant preds in such a short time.

Quote :
The mighty cannons that protected the new Great Wall of Negav since its reconstruction had not been fired once.
I would either clarify this into: "not been fired until that day" or remove it alltogether as it takes away the possibility of stories having negav defend itself.

The rest seems good to me, of course under the assumption that all the historic details are either according to canon or reshaped into being the new canon.



Geography:

Quote :
they appear to be covered by almost pure Xythium, a very rare and extremely hard metal.
Assuming that this is not canon already, I want to remind you that the walls are usually displayed as having a stone surface. I recommend turning the walls CORE frame into Xythium, rather than having it be a metal plating on top. One can argue that while it seems less efficient at first, for one, this way it doesnt blind people, and for two, it doesnt tell every foe right away about the stability and features of the wall, upholding the myth of an indestructable stone wall. Obviously, this also helps artists to keep the negavian wall the way it looks best: as a huge stone wall.

Quote :
It's not an especially beautiful city
Would replace especially with exceptionally, and point out that the high tier does look pretty fancy with high towers and palaces and all that, though the middle and lower tier do not look pretty at all or downright ugly, especially in the lower district and underground.

Quote :
especially flying ones such as harpies should it be damaged, destroyed, or stolen
Nitpicking, there is a . missing at the end.

Magic & Technology:
I would mention, or point out more clearly, that there are also traditional electronic devices brought in by other worlds (like Delurah), especially for all those that have a distrust in magic or want to be more independant. You have it mentioned somewhat, but it is not stated clearly whether you talk about backup magitech or backup generators for more conventional power sources. Ironically, I would recommend having electricity more in the higher tiers, or underground, as magical power might actually be cheaper, considering it takes no or little ressources to recharge, unlike power as we know it. Though that always depends on the author of course, whether they choose to have magic recharging to cost ressources or not. Usually it doesnt.





This concludes part 1 of my read-through. Ill write more tomorrow. :3
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PostSubject: Re: Negav - Main Article   Fri Oct 09, 2015 11:26 am

Thanks for the feedback, Amaroq, much appreciated.  Most of the history is condensed from the Chronology, so whatever inconsistency comes from there.  I went ahead and changed a few things, but not all, since I think it's up to Karbo to make some of those decisions.  That said, I did add a little bit to the infrastructure.  Mainly the lack of space, how buildings are closed together, if not fused outright, how Negav tends to expand vertically, and how a lot of buildings have bridges in some of Karbo's buildings.  I think the Architecture sub-section should be merged with it now, though.

Speaking of culture, I was thinking of adding a sub-section for Cuisine, but I can't really think of much to say aside that it's a mixes of traditional Felaryan recipes and dishes imported from other worlds, usually with their own twist on it.  If you could think of something to expand on it, I'd appreciate it greatly.


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PostSubject: Re: Negav - Main Article   Fri Oct 09, 2015 3:59 pm

Negav was founded by nekos? Well, I learn something new every day. Good job on the summup.
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PostSubject: Re: Negav - Main Article   Fri Oct 09, 2015 10:02 pm

Amaroq wrote:

I think this is going a little too far, seeing how most predators are loners, and within the time they raided the city, it doesnt sount too believable that the preds take the time to tell their friends about it, especially if you consider how relatively rare giant beings are supposed to be... Unless that breach took longer than a day or two, but you said the whole thing took only 3 days for a whole army of giants - that sounds too organized for a bunch of roaming wild preds.
So Id consider this to be turned down a little or at least give reason what attracted so many giant preds in such a short time.

I would be hesitant to say that most predators are loners. Harpies seems to live in large extended family "flocks", and Fairies and Dryads have their immense social network. In the official manga, Crisis manages to gather a huge number of predators very quickly to help out when Anna is missing, and while Crisis is very unusual for a Naga, I'd argue that Crisis is a typical example of the fairies she was raised by when it comes to connections and social skills. You also see a chilotaur, slug girl, giantess, and pantaur joining the search party, showing that the Fairy/Dryad social network extends to many individuals of other species. And this is just predators being altruistic and helping a friend; imagine the turnout you'd get if you were inviting them to a get-together with a buffet! Even if you only included those groups, that's a sizable portion of the predator population. And if the harpies go tell their flockmates about the breach, you have several flocks of giant harpies converging on the city all at once, which is more than conspicuous enough to catch the attention of anyone in the area.

Shady's original idea was that the Great Destruction lasted 3 years, which is listed on the chronology as the time between the event and the reconstruction beginning. I was the one who chimed in saying that it should have been 3 days at most, which he adapted into his narrative in a literal sense, but I still think 3 days is pushing it lengthwise. I think there's this idea that this event that was huge and important for Negav must have also been huge and important for all of Felarya, with predators from all across the continent partaking in it, but I imagine the Great Destruction as having happened in a single night of passion, involving just a couple of Harpy flocks and whoever was in the area at the time. A couple Nagas break in, some harpies notice and tell their friends, I'll bet the Harpies are all there within 2-3 hours of the initial breach, and all the Harpies attract the attention of everyone else nearby, who trickle in as the day drags on. From the viewpoint of the predators involved, the Great Destruction was basically a party; I can imagine them playing games in the streets, wearing building rooftops as silly hats, and generally having a good time, then waking up the next morning and moving on with their lives.
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PostSubject: Re: Negav - Main Article   Thu Oct 15, 2015 7:05 am

I went ahead and changed a few things about the Negav Police.  I had in mind that they would model themselves after the Isolon Fist somewhat, though obviously not as strong.

While I'm here, I should probably clarify a few things, specifically the sections labeled under construction.  For economy, I'm having a hard time thinking of other things Negav would import beside food.  I was thinking sulfur and potassium nitrate with the idea that firearms took so long to catch up because Felarya is lacking in these two resources to make gunpowder, but I'm not entirely sure if it's a good idea.  Even then, two major imports isn't very interesting.

For Education, I think magical research should be given more emphasis, but I have no idea how to describe it in-depth, like all the major sectors of research in magic, cause I think it should be more than just a cliff note, which is what it currently feels like.  Unless it gets linked to the University of Magic, in which case, most of the details on magical research and such can be done there.

Law enforcement, again, I feel it could be elaborated on a little bit more, specifically their equipment.  I went with a mixture of swords and guns, but that was mostly for personal reasons, because I'm re-imagining a character as a Negavian cop, but I'm not entirely sold on the idea of a mixture of swords and firearms without good reason.  Fun fact, I also had the idea of the MSD being repurposed as a SWAT like force, but after thinking about it, I thought that Negav was too small to need a SWAT team, especially when they could just send five or six guys from the Isolon Fist, and that it would probably undermine things like Cremona Maze and the Underground as being under criminal control.  Do you think this would still be a good idea?

As for Culture, I'm not exactly sure what else to add to what's already written down.  I want to add cuisine as a sub-section, but I don't have very many ideas beside being a mixture of dishes adopted from various other worlds and original Felaryan recipes.  Another thing is that I originally wanted to bring up Mirror Day in the main article, but the article itself is very vague whether or not it's widely known all across Felarya or only Negav, so I didn't touch it for the time being.  Same thing with the auction, but I figured it fit better as part of the Grand Market District's article than on the main page.

And as for Politics, the only thing I'm struggling for is what other kind of privileges would magiocrats get, besides just getting a seat at a city-assembly.  I was thinking of tax-exemption as a joke, but I really can't think of anything more serious.


I'm totally open for suggestions for these problems so don't hesitate to speak up.
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PostSubject: Re: Negav - Main Article   Thu Oct 15, 2015 11:13 am

I think that SWAT idea is particularly interesting, because of how you mentioned Negav was too small for it. Whether or not its too small I agree the Isolon fist could be used domestically as well - given that Negav doesn't have any national rivals or wars to get involved in so separating domestic and military security forces would be pointless. It might be interesting to specify what happens when there are severe criminal issues, like first the Negav Police tries to take care of it, and if its too much for them, then the next higher group steps in, or they just call in the fist - even though they are supposed to be the Magiocrats private army, basically.

As for culture: songs, games, and especially stories. Myths within worlds create the biggest sense of a full fleshed out world. JRR Tolkien did this, and so have many other writers who knew the value of stories within stories. People some times come up with more light hearted ones, but I love the serious ones. Fancy ideas that Negavians may enjoy could easily be turned into one. Like a hunter who was strong enough to combat predators, but one day his own arrogance in his power led to his doom. Things like that which can also serve to teach a point to little kids are really cool.

As for Political benefits, I'm just as lost as you are. Besides having access to every Aristocratic social event, and special treatment in the upper tier whenever they go anywhere. Tax breaks might actually be a good one given the darker tone on how many people see Negav to be operating under. What sorts of privileges did Nobles get in real life, way back when?

Edit: I was thinking of incorporating not only tax breaks, but a portion of the taxes in specific areas to themselves. They can get a sort of "boss/overlord" like status, so if they get into a conflict with a lesser citizen the law enforcement will essentially just be on the noble's side because they are partly paid by them, and pay a portion of their taxes to them and their power.
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PostSubject: Re: Negav - Main Article   Thu Oct 15, 2015 6:51 pm

Archmage_Bael wrote:
Negav doesn't have any national rivals or wars to get involved in so separating domestic and military security forces would be pointless.

They may not have national rivals as we know them, but the predators fill a very similar niche in their own way. The need to keep predators away from the Ascarlin Mines and roads leading to it or Nekomura could easily spur a divide not in "domestic vs. military" security but "domestic vs. predator" security.

And the idea that Negav could have more conventional opponents can't be entirely ruled out; we still have no idea what's up with Kelerm, the two cities could be at each other's throats for all we know, and that's not even taking into account what we don't even see on the map. The whole premise of all those Becky stories that we had a contest for a while back relies on there being a lot of human settlements trading and being active in the Topazial sea (or else there'd be no ships for the pirate mermaid and her crew to raid). How do they interact with Negav?
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PostSubject: Re: Negav - Main Article   Thu Oct 15, 2015 8:13 pm

Oh, thanks for reminding me, another aspect of Negav's economy I have a hard time coming up with is which Felaryan settlement does Negav trade with, how frequently does it trade with them and how does it approach said trades?
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PostSubject: Re: Negav - Main Article   Tue Oct 20, 2015 11:11 am

Updated the Education section. Credits goes to hhhat09 for coming up with most of the ideas to flesh out that sector. I think a little more could be done, especially when it comes to education for nobles, higher education and magical research, but it's a decent start.
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PostSubject: Re: Negav - Main Article   Tue Oct 20, 2015 6:54 pm

Shady Knight wrote:
Updated the Education section.  Credits goes to hhhat09 for coming up with most of the ideas to flesh out that sector.  I think a little more could be done, especially when it comes to education for nobles, higher education and magical research, but it's a decent start.

Oh, hey! Thanks for the mention man!

Glad to see it got in Smile Though, if I may;

I don't know if you intended to leace this out or not, but the lower and middle tier schools were made to have 16 years of 'standard' schooling originally. Hence why it's 2 years of apprenticeship afterwards. If you did intend to leave out 'standard' schooling, then I'd suggest leveling the years of apprenticeship up to 5-6, as that's how most worked back in medieval and feudal societies.

I made a blend of standard/universal schooling and apprentice systems to incorporate the theme of 'mixed culture', old and new, in Negav.

For lower tiers, most schools should rely less upon the government (who, given their tyrannical rule, wouldn't care much for educating the downtrodden and worthless, lest they rise up from recognizing injustice) and more upon charity; people founding schools to curry political favor from the public for smaller positions of nobility/office, or out of the generosity of their hearts (which has happened frequently in the past, in our world, even in some of the worst places. those that SUCCEED are rare, but many do attempt to do good.)

Higher tiers, as stated, would probably aim to apprentice younglings to specific roles. However, to fit with how the magios are portrayed, I had suggested that these academies and schools for noble children would have flavors of indoctrination to them; funded by magios and higher nobles, with subtle emphasis towards supporting said politician after graduation. Essentially grooming the young, valuable population into being one's pawns/agents.


These higher tier students, I'd imagine, would provide a decent chunk of research into magical/scientific theory, perhaps required to write dissertations as part of their education for higher positions?
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PostSubject: Re: Negav - Main Article   Tue Oct 20, 2015 7:30 pm

I think you're confusing an authoritarianism with despotism.  Quick politics lesson: authoritarianism means that one party holds absolute power over an entire state and makes every decision, while despotism means that the ruling party is going out of its way to subjugate its subjects, usually breaking them by force.  You're thinking of the latter, and it's exactly what the Ps'isol Council is trying to avoid, cause they want to keep their rule bearable so they don't have to go through yet another revolution.  I can see charity education happening in the Underground, and maybe Cremona Maze, but not for the majority of the Lower Tier aboveground. Anyway, since this thread isn't about politics, tyranny and authoritarianism, any comment trying to argue it will be ignored.

Moving on, when you think about it, 16 years of primary schooling is excessive.  It basically means you're ending high school at age 21.  In the Middle Ages, you started working way younger than that, like around age 15 or so, maybe even younger.  Hell, even today, you don't finish high school that late unless you were held back several years.  I think finishing secondary schooling at age 16, 18 maximum, makes more sense.  A longer apprenticeship might work depending on the job, though.

The problem with "schools for noble children" is that there's already the University of Magic.  There really is no room for other colleges in the city when it's all going to be centered around that one. Plus, what other positions would they be going for? It's one thing about Negav that needs to be established better: what do nobles do?
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PostSubject: Re: Negav - Main Article   Thu Oct 22, 2015 11:50 am

Well the age of consent in many places around the world is 16, actually. I don't know what it is or should be for Negav, but schooling usually ends around that time as well (Unless University) given how much effort they want to spend getting out earlier. Plus Negav doesn't exactly teach advanced subjects besides magic.

I think it'd be better to have the regular schooling finish earlier, and then they would either work, or test into the academy for mages. Besides the mage academy I really cant see Negav having a college. You'd have to go off world for that.
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PostSubject: Re: Negav - Main Article   Tue Oct 27, 2015 10:15 am

I re-read the whole thing and besides just some minor things here and there I 'm ready to add it to the main entry . it's a solid job you did there ^^

Concerning the great destruction ( let's say GD ), it's something I wanted to do for a while :  I will make it clear that there are historians who think the event of the GD has been overblown and dramatized for various reasons.
The first one is the context.  Negav has actually seen similar disasters throughout its long and turbulent history. However the GD occurred at a time where Negav thought itself powerful and secure and so it shattered that perception brutally, hence the additional trauma on top of the rest.
The second is that magiocrats like that story.  It's good to keep the population terrified and to remind them of the fate that would soon befall Negav without the Isolon eye. So schools goes to great length to describe the terrible tragedy in its grimiest details and with probably inflated numbers of casualties ( there is a limit to what a giant predator, even hungry, can eat ). The great destruction was clearly a catastrophe of terrible magnitude and that caused the downfall of a king, but not the the point it threatened Negav's existence.

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PostSubject: Re: Negav - Main Article   Sat Oct 31, 2015 7:16 am

There can be a way to play into the Tier system as well. One of the themes of Negav is wealth disparity between the classes, how they literally separate themselves by way of walls and guarded gates, etc.

The lowest tier could be the most medieval/fantasy focused. Mudblock buildings near the pit, easy to build and decently pleasing to see (if not the best insulation to them). Some curved and carved architecture in public buildings, roman-esque columns and design. Little to no electronics that aren't private, and even then, the vast majority of the lower tier - being as poor as they are - wouldn't bother/wouldn't be able to afford too many electronics beyond simplistic things. (Flashlights, neon signs.)

Middle tier could have a greater influence on modern life. Square buildings with no strange or artistically minded architecture, better materials used at the cost of sacrificing vanity to make up the price, etc. Can still have influences of something roman/mystical and fantasy to it, but the Middle Tier would be middle of the road - grids of buildings composed of squares/rectangles with some design afterwards, with some vanity applied to public buildings like the guard station.

Highest tier could be the most futuristic feeling. Large buildings with complicated architecture that would take a master builder to achieve using simpler materials like stone block, twisting and turning designs arcing around, arches across the street with decorative plants littering the sides of the street. Architecture being most similar to the variety of archetypes you tend to see in sci-fi pics today (look some up on DA, best way to do so, there's noticeable patterns.)

Essentially the Highest tier would be most futuristic due to it's relatively lower population (Lopsided economics and all), when compared to the other two tiers. As such, planners wouldn't be so focused on efficiency, and designs that are extravagant could be done comfortably. The Rich would obviously be able to afford electronics, the road perhaps even having electronically/magically powered lights (bulbs using filaments or minor fire magic to light them.


TL;DR More artsy and advanced architecture and feel the richer the tier is.
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PostSubject: patch   Sat Oct 31, 2015 1:34 pm

Well it can still all look similar because of the construction material used to build all the buildings. Its the equipment and tools people use from tier to tier that will make the difference of course. (You know, that sandstone like material I posted? Razz )
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PostSubject: Re: Negav - Main Article   Tue Nov 03, 2015 7:04 am

On the look of the tiers:
 
I think we could take it in a different direction instead.
What if the High Tier is older, the Middle Tier is controlled, and the Lower Tier is in flux? If you do this, the High Tier would, rather than being rich, be old: lots of old money, and old, big houses, all of which would have the latest, so long as it didn't require any great remodeling. The quarter would not have a generalized infrastructure, but individual buildings may possess power or water by themselves.
The Mid Tier, housing most of the city, would have a certain proportion of abandoned buildings, and more utilitarian, uniform designs. Some of them would be in worse disrepair than others, and the tech level would be acceptable. The Middle Tier could enjoy a certain infrastructure, including a sewer system and some electricity, thanks to some planning.
The Lower Tier would, in this version, change more quickly: lack of oversight means that people can raise buildings as high as they dare, but making them roomier than you need carries the risk of unsavory characters squatting on your property. A lack of long-term planning means that abandoned buildings are eventually razed, not demolished, and recycled into newer buildings. The amount of flux also means that they have an easier time adapting tech, but they cannot take advantage of infrastructure properly, so they would have rarely have electricity and water: like in the high tier, those would be sporadic and specific to a single dwelling, barring small quarters where for whatever reason there's power and water.
That sound good to you guys?

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PostSubject: Re: Negav - Main Article   Wed Nov 18, 2015 5:20 pm

I've been thinking a little about the Negav police and something came to mind, maybe they should have something to help prove they are members of the police force. I was thinking of having an insignia on their uniform or armor, like the glaring eye on the uniform of members of the Isolon Fist. What do you think the police's insignia should be like?
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PostSubject: Re: Negav - Main Article   Wed Nov 18, 2015 5:42 pm

Shady Knight wrote:
I've been thinking a little about the Negav police and something came to mind, maybe they should have something to help prove they are members of the police force.  I was thinking of having an insignia on their uniform or armor, like the glaring eye on the uniform of members of the Isolon Fist.  What do you think the police's insignia should be like?

An eye-shaped scale of justice?

A Jolly Roger, but instead with cross bones and skull, it's cross swords and eye?

A Fist of Justice with the eyes symbol on the back of the fist? (Though it reminds me more of Isolon's Fist)

An eye on a Pyramid?

Maybe something with eye symbol that emphasizes "We are watching you"
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PostSubject: Re: Negav - Main Article   Wed Nov 18, 2015 6:01 pm

It needs to be distinctive enough that it can't be confused with the Isolon Fist, which already uses the eye, and only the eye since the fist itself is only on their banner for some reason. So an eye would probably not work in this instance.
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PostSubject: Re: Negav - Main Article   Wed Nov 18, 2015 7:15 pm

Shady Knight wrote:
I've been thinking a little about the Negav police and something came to mind, maybe they should have something to help prove they are members of the police force.  I was thinking of having an insignia on their uniform or armor, like the glaring eye on the uniform of members of the Isolon Fist.  What do you think the police's insignia should be like?

A hammer framed by two night sticks. Justice personified in force. Then bellow it some sort of fronds or fruit bearing branches to add a softer touch and show justice doesn't always have to bash your skull in! XD .....>-< But it can if you break the law in Negav.
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PostSubject: Re: Negav - Main Article   Sun Jan 03, 2016 11:33 pm

Okay I finally got through this enormous history article of yours Shady and I gotta say. I like it! You trimmed the fat in places, didn't change too much and added more historical names to the list. One thing though....You cut some minor but important things! Like when the Library was first built and such. I believe also that when Magitech is introduced one should point out some early examples maybe. Like you think of people and history with the Industrial Revolution but you also cite the machines who were the stars of that time. Just saying. Otherwise it's brilliant! I think a n00b can look at this and get what Negav is all about and thanks to it? I finally think I have a grip on Mobius' personal history as well as stories to add that can help my native Negavians tie-in better. cheers
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PostSubject: Re: Negav - Main Article   Wed Jan 27, 2016 5:02 am

Ok, here's a condensed version. Please refer to the corresponding posts for more information.

Overview:
 

The Great Destruction:
 

Economy:
 

Education:
 

On the look of the tiers:
 

Politics:
 

On culture:
 

On Negav's forces:
 

On magic&tech:
 

On history:
 

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