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ColdSteel1 wrote:One problem i see about this is the attitude of the templars and the chantry about such a place. Other than that, GO FOR IT!



shonuff wrote:I would think that they wouldn't be overly concerned if it were also relatively unimportant. A token chantry, small templar force, etc. It could be a great idea for an adventure hub, as the city you are describing would be a hub for mercenaries and the like.
ColdSteel1 wrote:The Sound of Silence: A tavern that only caters to Tranquil mages. This quiet and creepy place is avoided by most locals.
ColdSteel1 wrote:The Great Stone and Understone Keep
Bardwulf wrote:This district is referred to as Auld Shore Town.
Bardwulf wrote:The Gold Den

Ghostdanser wrote:ColdSteel1 wrote:The Sound of Silence: A tavern that only caters to Tranquil mages. This quiet and creepy place is avoided by most locals.
A good idea, but without a Circle of Mages I doubt there would be enough Tranquil to support a bar.
Ghostdanser wrote:ColdSteel1 wrote:The Great Stone and Understone Keep
The Great Stone is a bit more problematic, since there's nothing in Dragon Age to compare it to for scope. A 500' tall gem encrusted spire seems a bit much...but I like the idea of a dwarven presence, since I had given it no thought until you brought it up. Not sure what would be a bit more lore friendly, for a hook, maybe a solid statue of mineral some 10 feet wide by 25 feet tall of a Dwarven paragon that is of a completely unknown material that cannot be worked with any known tools or magic. Just how the statue was created, who made it and what it is made of are a complete mystery. I admit that's a pretty weak idea, but again I hadn't given dwarves any consideration.
Understone Keep might work with a different function. What if the surface dwarves found access to a lost Thaig from the entrance on the island. It's abandoned, so the surface dwarves decide to establish their own clans in the Thaig. These clans do not draw a distinction between a surface dwarf and caste dwarves, and there is no stigma with dwarves coming and going as they please to the surface world. Orzammar has little control over surface dwarves to begin with, so they can't stop the practice outright (having no access to the Thaig via the Deep Roads..yet), but they are curious to see what develops from this new dwarven settlement (since they have increasing pressure to address the surface dwarf "problem")...they may even dispatch some warriors and such to "assist" in its protection and Shaperate to document it's development. How does that sound for a compromise?
Ghostdanser wrote:Bardwulf wrote:This district is referred to as Auld Shore Town.
That idea seems doable and relatively lore friendly.
Ghostdanser wrote:Bardwulf wrote:The Gold Den
That idea also seems doable and relatively lore friendly.
Ghostdanser wrote: 1) We should try to keep the setting fairly lore friendly. Example...no Circle of Mages to start, that doesn't mean one couldn't be established...maybe as a replacement for one that was anulled...but it avoids a direct conflict with canon for the moment. There are other reasons for Circle Mages to be there, the island is a crossroads of sorts for shipping, and the Tevinter controlled it at some point, so there could be many lost secrets on or near the island.
Ghostdanser wrote:2) We should establish the type of government. I am thinking a Viscount (or similiar) selected by a council, the council consists of the heads of each noble family (say 6 to 10 noble families) with a representative from the Raiders, and maybe a few representatives of the more influential guilds. The Viscount may or may not wield real power depending on how strong they are influentially, they may be a puppet or they may have iron clad control through force and intimidation...we will need to determine the current level of control the Viscount possesses.
Ghostdanser wrote:3) Level of graft in the government...or how much corruption is there in the system. I would recommend a nice middle of the road, not too corrupt, but not too puritan...about as moral as Denerim.
Ghostdanser wrote:4) Slavery is outlawed...but that doesn't mean that people don't go missing. Elves may wind up in Tevinter and humans may find themselves shanghai'd onto a pirate vessel...but in the city proper slavery is outlawed.





Tiger's Heart wrote:Just for info, there are 2 largish islands at the entrance to the Waking Sea.
shonuff wrote:I would say that any entrance to the Deep Roads would (at best) be a hole or shaft leading down to them, a way to get access to and from, but also one that could easily be defended.
shonuff wrote:The only issue that I would see with this is that it is not on a calm body of water. I imagine the Waking Sea would have tides and stronger storms than say Lake Calenhad, causing permament structures to be difficult. Depending on the topogrophy of the island, the homes on dry land might have to be built on stilts.
Bardwulf wrote:The issue with the stilt houses, could have a network of boards set up perhaps, walkways that connect together to strengthen the whole thing. Also, we could pick a piece of coastline that has a natural bay type formation and comes around to form a docks area. If need be for water currents, we could place it on the southern side of the isle as well, like South East. Perhaps this helps?
shonuff wrote: Bardwulf wrote:The Gold Den
That idea also seems doable and relatively lore friendly.
I would think that this bank would function more as a safety deposit box than a modern lending institution. If there were several across Thedas, then it could function as a way to transfer coin wealth without having to transport the coin.
shonuff wrote: Ghostdanser wrote: 1) We should try to keep the setting fairly lore friendly. Example...no Circle of Mages to start, that doesn't mean one couldn't be established...maybe as a replacement for one that was anulled...but it avoids a direct conflict with canon for the moment. There are other reasons for Circle Mages to be there, the island is a crossroads of sorts for shipping, and the Tevinter controlled it at some point, so there could be many lost secrets on or near the island.
I was going to suggest that the city was founded around an old Tevinter keep. An island where you described it would be a strategic resource in controlling the area. Furthermore, I was going to say that the city would have a natural port, but too shallow and small to support a large scale naval operation, thus keeping it relatively safe from Nevarra and Orlais. Sure they could take it, but why? The Tevinter at the height of the Imperium would have had the mages and resources necessary to expand the port into a fully functional military base, but the 1st Blight would have caused them to withdraw.
shonuff wrote: Ghostdanser wrote:2) We should establish the type of government. I am thinking a Viscount (or similar) selected by a council, the council consists of the heads of each noble family (say 6 to 10 noble families) with a representative from the Raiders, and maybe a few representatives of the more influential guilds. The Viscount may or may not wield real power depending on how strong they are influentially, they may be a puppet or they may have iron clad control through force and intimidation...we will need to determine the current level of control the Viscount possesses.
I would have suggested a council, as well. Maybe not with nobility, as see the flux in dominance to end poorly for nobles. But that just also might be calling the same thing different names.
Loswaith wrote: Smithy, manor and Ryella Alaxil


Ghostdanser wrote:...
We still need to work on the basics...
Size and population of the island: I lived in Key West for a few years and that island is roughly 2x4 miles with a 20,000 population BUT that is modern times and high density. Given that Denerim is supposedly around 70,000 I would say a 20,000 wouldn't be unreasonable...and referring to the box set 2 Thedas map (which has a scale on it) an island of say roughly 15x30 miles is not too large for that spot on the map. That leaves plenty of space for existing population and expansion. ...

IzualTheMighty wrote:[i]The population of Denerim is 70,000. For future reference Highever is 20,000, Gwaren is 10,000, Lothering 500, and Redcliffe 200.
Estimated population of Fereldan is 1,000,000.
This comes from page 349 from the Dragon Age: Origins Collectors Edition Hardcover Guide. There is a lot of extra Lore info in the back of that one[/i].

Ghostdanser wrote:So here's the only information I found for population in Dragon Age, I copied it from another post in the forums.IzualTheMighty wrote:[i]The population of Denerim is 70,000. For future reference Highever is 20,000, Gwaren is 10,000, Lothering 500, and Redcliffe 200.
Estimated population of Fereldan is 1,000,000.
This comes from page 349 from the Dragon Age: Origins Collectors Edition Hardcover Guide. There is a lot of extra Lore info in the back of that one[/i].
So if we want it to be more realistic then we can knock the population down to about 5,000 on an island that is about 3x10 miles. That works out to about 1,000 to 2.000 adults, the rest being mostly teens and children since the mortality rate in children during medival times was pretty hefty families tended to have more children, and most adults had a shorter lifespan, so not very many elderly.




shonuff wrote:Seems about right, or close enough that discussion would be bogged down with splitting hairs.
shonuff wrote:The Bone Woman

Ghostdanser wrote: Dwarves are still a work in progress for figuring out how (if at all) they fit into the city. I don’t see a Dalish presence of any significance, however I see no reason why there couldn’t be an alienage holding a few hundred elves, not a large amount, but present. No Qunari population, although a few stray Tal-Vashoth could be present.
Ghostdanser wrote: I imagine most prices will be higher than normal on the island with a few exceptions. There’s not a lot of arable land, so there may be some small gardens here and there, but no real farming to speak of. That means the majority of vegetables will need to be brought in by cargo ship. That means an added mark up in price, probably around +10 to 25%. There’s enough land for chickens, pigs, sheep and goats. Cows raised for milk might have enough space, cows raised for beef are probably out the door, so beef is probably imported and marked up. Seafood is less expensive and available in abundance.
Ghostdanser wrote:Lumber has to be imported, but they probably have a fully stocked lumber yard and only have to reorder stock when used or to fill the odd request for an exotic wood. Lumber prices would definitely be higher than normal, meaning any new houses will be more expensive than the mainland. Many of the oldest buildings are probably built from the wrecks of ships that hit the reef.


shonuff wrote:Dwarves -- with the aversion to the surface of most dwarves, I tend to agree, although if there were a lost thaig underneath (or mineral deposits), I could see some dwarves beginning a migration.
shonuff wrote:Elves -- the Dalish could use the city as a port in their migrations, but I imagine they'd be temporary. An alienage makes sense.
shonuff wrote:As for other businesses, I would imagine that they would be close to this (using a calculator based on medieval Paris found here: http://www222.pair.com/sjohn/blueroom/demog.htm -- I'm tinkering with it, though, as I think a port would have a phantom population to accomodate the constant traffic. I gave the city a phantom population of 7,500 and I upped the number of taverns, fishmongers, and inns.

Ghostdanser wrote: Surface Dwarves are present as they are pretty much anywhere, and stereotypically there are merchants if nothing else, so at least a few families of dwarves. The Carta is everywhere they sense a profit to be made illegally…it’s just the nature of the beast. So the question is whether an isolated lost Thaig has been recently found starting a migration of surface dwarves to try and found a new home. Going with the Tevinter roots for the Keep, then it is entirely possible that the Deep Roads once touched the island, given the Dwarves and Tevinter had so many dealings together. I would even suggest we make the Keep a collaboration of Tevinter design and Dwarven building, meant to last a very long time. So an isolated lost Thaig sounds doable to me, with maybe 50 - 100 Surface Dwarves at the moment calling the place home. No mining or digging going on, pretty much merchant and crafts families. Still thunkin’ on it though.
Ghostdanser wrote:Migrant Dalish Clans and isolated individuals yes, but no permanent Dalish Clans. We could work in a yearly migration pattern where they pass through the island twice a year and there is a carnival or faire when they head north and then another when they pass through heading south.
Ghostdanser wrote:And I have no problem with the amount of farming proposed. It just depends on how much of the land is arable and how much is too rocky for farming. I am fairly easy with some additional farming. I figure it is easy enough to get food and supplies barring a major blockade. If Orlais wants to boycott selling to them, then Nevarra would be more than willing to accommodate their needs, since it will piss of the Orlesians, and vice versa if it were the other way around. Then there’s always Fereldan and the Free Marches to buy from. If anyone tries a full blockade on the island then the Raiders run goods for them…all in all a pretty stable situation for them.
Ghostdanser wrote:Before deciding the exact size (square miles) for the city, we probably need to decide on the size of the Keep. I’ll throw out a number for the Keep to have a garrison of 150 and we can go from there. I figure with Tevinter being the atypical Roman Empire, 100 Soldiers (for a Century) and the remaining 50 would be War Mages, Officers, Slaves, etc. I imagine the central tower is crowned with a lighthouse.
Ghostdanser wrote:Saddlers – 8 might be a bit much for such a small island with little need for horses beyond pulling wagons and plows, so Saddlers – 4 might make more sense.
Ghostdanser wrote:I would change Ropemaker – 4 to Rope/Netmakers – 8, because fishing (smuggling and piracy) industry needs a lot of nets and ropes.
Ghostdanser wrote:Sailmakers -4 because sails need to be repaired fairly often and replaced when too damaged for repair.
Ghostdanser wrote:Shipwrights – 3 for ship/boat repair sounds about right, making new vessels not so much, but repairs are always necessary.
Ghostdanser wrote:Doctors -5 and Barbers -22, are these strictly hair cutter barbers or ar they the type with leeches? Just curious since with Doctor listed I suspect they are mostly haircutters, but blood letting is still possible. Leeches cure everything after all.
Ghostdanser wrote:Magic Shop has bad connotation in Thedas, but I know what you mean…we’ll need a better name and Apothecary may do the job, I would say we should have more than 3 if Apothecary is used to replace the Magic Shop. If Magic Shop and Apothecary are two different things then we’ll need to work on some numbers, but that’s easy.
Ghostdanser wrote:Inns – 6 may be a bit low given the transient population passing through, but that can be corrected easily if some of the taverns also rent rooms.
Ghostdanser wrote:Sponge/Pearl Divers – 6 not a huge industry, but definitely a lucrative one which should go nicely with the Jewelers and Baths.

shonuff wrote: But access to a long lost thaig (one either abandoned before a Blight or completely cut off) would work
shonuff wrote:Although I said migrant Dalish could pass through, I don't know if they actually would. Are all Dalish reliant on Hallas and the land-ships for travel? If so, they might not take to the sea. I wonder if any Dalish are strictly sea-faring people?
shonuff wrote:I would think that it makes the most sense that the original Tevinter fortress would have been abandoned during the First Blight. The keep would have remained standing, much like the Tower of Ishael. However, many of the walls and outbuildings would have fallen into disrepair (and those that did would be cannibalized for building homes and businesses).
shonuff wrote:I was thinking that, too. Given the original calculator, 5K population could support 2.5 inns, and my phantom population could support 3.75 inns. I could see more, especially if you factored in a quality inn and a ramshackle one. If you throw brothels into the inn category, it could go even higher. However, I see most people passing through would actually keep their berths on the ships, as they wouldn't be travelling to the city, but rather to someplace else.
shonuff wrote:Sure. I don't know if I would necessarily call that a category


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