m (moved Tulimshar to Tulimshar Proposal: This a proposal, and is not representative of what's in the game.) |
m (moved Tulimshar Proposal to Tulimshar/Proposal: Move to a sub page to avoid redirect and make a consistent set) |
(No difference)
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Revision as of 15:08, 31 March 2013
This proposal has been accepted
The development team has discussed the contents of this article and has decided that it should be implemented as described. But the implementation is not finished yet. You can help to bring the features described here into the game.
About the city
Tulimshar is a city placed in the Tonori Desert. It is the capital of the Tonori Kingdom.
Story
Although surrounded by enemies, Tulimshar was once a flourishing city. That changed abruptly when one of the enemies of the Tonori Kingdom (where the city is located) cast a spell over the entire city which turned a green, vegatative, rich and prosperous town to the poor region it is now. The spell had some devastating effects: it turned the area surrounding the city into a desert, which it prevented people from harvesting anymore, thus destorying the main profit of the kingdom and causing the region to become poor. Also, the lack of exports and imports induced some of the surrounding kingdoms to break alliances (no more than commercial agreements), aggravating the situation.
In such conditions, the leaders decided to summon all the sorcerers and magicians of the region and casted a counter-spell to protect the city from the impending desertification. The initial spell turned out to be too strong to be removed. So, the leaders decided to import undamaged soil from a faraway place (suggest place). Even with a healthy soil, the prior spell was so intense that it could damage the new soil after some time. As a solution, the sorcerers and magicians casted a new spell that protected only the imported soil, leaving the rest of the city undefended.
The land was used to build an artificial mountain at the center of the city where vegetation could grow (in other words, food and income). It also serves as a natural mechanism to attract the rain and sophisticated technology stores water for the whole year in large tanks hidden inside the mountain. Although the main purpose of hiding the water is to prevent evaporation, there is a quite small deposit to water the harvest.
Social
Tulimshar is, unfortunately, at the center of a political and warlike intersection; suffers from years of constant war and forced alliances to keep its land from being destroyed and its people from being slaughtered. In such terrible conditions, economic progress is almost impossible. Proof of it is the decadent look of the city, plagued with a mix of old once-upon-a-time-shining ruined palaces and new poor cheap livings. The only economic flow is derived from the exchange, sell and buy made by the merchants and commerciants that live in the city or travel around the world. The goods object of commercial transaction is a result of the job of hundred of people of the middle and -specially- lower class. Talking about labor conditions and experience, lower class is more headed towards the manual work and to jobs where brute force is a must; as we ascend on the social pyramid those qualities are less and less required, and on the top the job is aimed to be spiritual or intellectual.
Every citizen has the right to vote (this excludes non-residents) (in case the political system is implemented).
The population is about 1 million, and is divided in those three staments as follows:
The upper class
Composed of all of the spiritually advocated (sorcerers, magicians...) and all the leader elite (politicians, highest military...). They represent about 10% of global population. They have the executive power. They live on the mountain. It's purpose is to lead the city and its inhabitants.
- Sorcerers and magicians: They are in part in charge of the protection and welfare of the population, offering spiritual guidance for the community and the leadership about significant issues concerning the security and continuation of the city.
- Militar: Its purpose is to work as councilor for war and defense issues. They are important but have very little power towards the people, although they control the army (guards).
- Politicians: They are the leader elite and inhabit the most ostentatious building of the entire region, The Palace (suggest name). In general their intention is good, they always search the best way to do things because they know that the surviving of the people means its own surviving; although sometimes they encounter the opposition of the people.
The middle class
Composed of bankers, merchants, commerciants and in less degree commerciants and students. They represent about 30% of global population. They are spread among the mount's slope and the level ground.
- Merchants: With this term I agglomerate all the commerciants that travel between regions selling, buying and exchanging stuff. Its composition is very heterogeneous, you can find people from any place in the world. They usually travel with the bare minimum to survive the journey. Only in some cases the travel with a horse or a wagon. Although they belong to the same class as some of the commerciants, they are treated a bit better by people in general because they can bring objects that otherwise would be impossible to find.
- Commerciants: This group is composed by people
- Architects
The lower class
Composed of all the military (warriors, guards...), some commerciants, and some students. They represent about 60% of global population.
Architecture
Important buildings
Important buildings should include: Hospital, Barracks, Bank, Leader/Mayors hose, City hall
Public library
The Public Library will be a place where users can look up information regarding Game play, History of towns/the world and SOME monster information, like a monster database almost, not including any real status, just a description.
This can also be a place to purchase some magical items? IF we use the item skill system such as (Skill Books) which, will teach you character a level 1 skill and allow you to level it up. edited by Bear/
Palace
Barracks
Barracks can be used as a dungeon cant it? Like, put a story behind the barracks and make a quest to go inside and gather some rations or something. edited by Bear/
Small Barracks
In war times, this booth works as a last bastion in case the attacker were able to pass trough and reach the mountain. The guards that reside here will only act when there is a high risk of losing the higher part. In peace times, the guards just practice all the time an some works as teachers for the new warriors.
To the right you can see a detail of the right part of the drawing below. The idea is that the open extreme of the "tube" is a watch tower were 24 hours a day, a group of sentinels are watching in turns. If an important attack begins, they lit a big fire that can be seen from various miles away by its allies (in case they have any).
Astronomic observatorium
Royal tombs
Market
Cheap buildings
Swordsmen guild
School / University
Silo
Concept of the lower part of the silo and operation basis. All those piled up circles represent storaged grain. Gravity does the work, the user only has to operate the knob to open and close the trap. The recipient or carriage is put under the trap door. When the level is too low, an alternative door is accesable from the front which requires the use of a shovel.
The chamber below the "ground level" is divided from the "aerial part" with a special stone which has several holes carved into it. Such holes are big enough to pass the grain but not wide enough to pass a hand and steal the food:
This has various purposes:
- Prevent the stealing of the whole harvest.
- Palace always has food.
- If the upper part is broken from an attack and the grain gets all scattered to the ground, still remains some food for the survivors.