The City of Onmiddan

August 3, 2009

The city of Onmiddan is the capital of all the All-Father’s lands. Home to the religious center and ruling body of the continent, it also serves as the one true melting pot of all the cultures brought forth by his Aspects and as the single largest trade hub on the continent. It is situated on and around a river that flows through or from each of his lands. (For those who can’t believe this: there are several large tributaries that meet up with the God River in or very near Onmiddan.)

Onmiddan has existed since before the Dagdaeard was known as the Dagdaeard, before the All-Father made his presence known. In those days, it was still a massive trade hub, but that trade was largely relegated to the 3 annual fairs and the merchants who passed by on the river on their way to trade. There was a small native community that saw to the upkeep of the various trade squares, and these people still exist. After the revelation of the All-Father, these people have believed themselves to be his own Chosen. None of the other nations believe this though, and that independent “nation” of people have since been relegated to a ghetto inside of Onmiddan and a shanty town outside.

Present day Onmiddan is a thriving metropolis, with a large trade and governmental center as the focal point. Surrounding that, in the areas that most closely border their own lands, each Aspect’s people have their own areas. The council attempts to keep these areas equal, but there are always boundary disputes. Inside each of these areas are shops that serve the specialty interests that each Aspect is best-suited for: hunting and survival supplies, as well as classes to learn survival techniques in the Path of Cernunnos; Magical item creation and sale, as well as musical supplies in the Library of Weles; training in the latest fighting techniques, military strategy classes, and weapons can be found in the Barracks of Macha; while healing, first aid, and counseling can be found in the Temples of Alaea.

There also exists a largely unexplored cavern network under the city that was only discovered after the Revelation. It contains within it art and scripture of the All-Father. All magical attempts at dating the artifacts and writing become confused – they actually return results that vary from test to test on the same piece. Scholars believe this indicates either an obfuscation spell on the age of the pieces, or that they are actually living artifacts of the All-Father – existing and changing in all times at once.

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On Geography in General

July 28, 2009

So, we have 4 parcels of land on our continent. In the interest of theme, I think the landscape of each will be tied to the aspect. All of the lands need to be viable in one way or another as well.

In the Land of Light, Cwéna Scire, I envision gently rolling hills throughout a radiant grassland. Sure, there are forests – I imagine there’s a reasonable amount of woodland, no extreme overgrowth. I think this will tie into a very pastoral culture for the area – peaceful but not naive.

The Land of Battles, Talamh Codagh, I see as being a rather sparse country punctuated by mountains. I’m thinking the near deserts of the world – sure there’s rainfall, but it’s just enough to keep the land alive. Civilization has gathered near the rivers and tributaries that flow through the land. The blood of Macha (the rivers) keeping the people alive, but hungry. That would definitely tie them closer to a war-like nature: they need the resources of their neighbors to do anything more than survive, but their own resources are harder to get at.

The Land of Beasts, Talamh Ainmhí, nature rules. It’s a dense jungle in the more tropical regions, blending to ancient forests to the north. Given the worship of Cernunnos in this area, I can see the locals having built villages that blend in extremely well.

The Land of Magic, Kraj Magia, is very similar to the Land of Light for the time being. Instead of radiant glow to the lay of the land, however, there’s a dark (but glimmering) glow of magic. The land is fairly dry, except in areas where the Chosen and Priests of Weles have used their powers to conjure water for the purposes of producing crops and maintaining potable water supplies.

I imagine this land being situated in on a continent that stretches from it’s planet’s tropical zone in the south to the northern portion of the temperate zone in the north. This would, to my mind, have Kraj Magia covering the northern most areas, spreading to the east. Cwéna Scire touches it and moves toward the western portion down south, while Talamh Codagh is south of the Kraj Magia and west of Cwéna Scire. Both of those largely border Talamh Ainmhí to the south. They all join and border each other in one small stretch land that is the site of the city of Onmiddan. But all of this, excepting the general location of Onmiddan, is subject to change at this point.