Writing the Lightning


Writing the Lightning November 2007

 

WRITING THE LIGHTNING

 

“Build a better universe today!”

 

November 2007

 

Published and written by Jean Lamb (aka excessivelyperky). All contents copyrighted 2007. This issue may be distributed freely as long as it’s done in its entirety. Contact Jean Lamb at tlambs1138@charter.net for subscribing and unsubscribing—I don’t have any of those cute little bots yet. All issues archived at www.freewebs.com/excessivelyperky. (This one should be there soon). 

 

For those of you for whom this is your first issue, this is a writing newsletter concentrating on worldbuilding. One thing: the example of worldbuilding that I give in here is my original material, and is my universe to play with. It is also an example to follow.

 

WORLDBUILDER OF THE MONTH: Austin Tappan Wright, the creator of ISLANDIA. He was the sort of person who would rather build than actually write; in fact, the novel ISLANDIA was basically ripped from bales of worldbuilding, tales, and histories with his wife’s intervention who murmured something gently about paying the bills. He’s an example of a person who um, rather lost sight of the actual goal here. But if you ever become addicted to worldbuilding, and decide that writing an actual novel would merely get in the way of deciding exactly which species of tree needs to be your palace garden, then go right ahead, knowing someone else has been there before.

 

Ok, here we go!

 

From the ground up. Every story takes place in a physical setting (ok, most of them). If you are writing science fiction, there are many perfectly splendid books on constructing physical universes, and there are many lovely people on rec.arts.sf.science who will be delighted to poke holes in your version of physics—and will be equally delighted to offer you the finestkind handwavium (a reasonable, scientific-sounding excuse) so you can do what you actually want to do anyway. If you can’t invoke nanotechnology  and get it done that way, you shouldn’t be writing hard science fiction in the first place. (Definition of hard SF: where the Little Known Laws of Science actually do not interfere or actually enhance the ones we already have a good idea about, or you use actual laws of science to totally screw with your hero for fun and profit). In fantasy, work out your system of magic so it remains consistent from place to place. Piers Anthony is actually quite good at this, even though Xanth has its own problems.

 

DRAW A MAP!

 

Yes, draw a map, or, if you’re doing history, find a very good one. I think Colleen McCullough is far too talented; not only did she write several volumes about ancient Rome (THE FIRST MAN IN ROME), but drew lovely pictures and several excellent, detailed maps of Rome and various other places of interest. I find this quite annoying. If you are doing SF, at least attempt a star map, or steal one from a good astronomy website.

 

And you can use your home county. Xanth, to use it as an example once more, looks disturbingly like Anthony’s native Florida. One of my friends has a section of a planet that resembles a portion of New Mexico, while Talisgran resembles a large section of the Holy Roman Empire after the Thirty Years’ War, with the Rhine flowing south into the Mediterranean instead of north (Fiallyn Mor, another country nearby, looks an awful lot like a Greater Klamath County with Crater Lake to the north and Mt. Shasta to the south).

 

It doesn’t matter if you can’t draw. There are lovely map generating programs and sites (often associated with game development) that will let you come up with a nice piece of ground more or less at random. Remember, how your country comes out will influence its history. Geography is not destiny, but you’d be amazed how often it looks that way. Remember how many times Russia has gone to war in search of a warm-water port, just to give one 

I don’t have a map for Talisgran available. I did it on a rather large piece of paper in pencil, and I will probably end up redoing on somewhat better paper, pencil first, and then ink. I have it enough in my head to make do for now, but once I start the rewrite of THE DRAGON’S PEARL, I’ll need it for reference. I think I know where the original is, at least I hope I do! But I have it clear enough in my head that I believe I can reconstruct it.

 

However, the following rambling description helps a lot…

 

                        General Layout

                        Geography - Continental relations                    

Topography (soil types, forests, etc.)

                        Political subdivisions                                        

Summary

General Layout, Talis River Valley

            The Talis River Valley is generally defined as the area drained by the network of the Talis River, but also includes most all the area between the Talis Hills (know colloquially as "the dragon hills") and the eastern mountains. On the northeast it is bounded by Athlath, on the east by Fiallyn Mor, and to the southeast by a portion of Azdab. To the southeast and southwest are the countries of Allante and Cuda. To the west is Grand Marq (though not directly adjoining, they have a lot of influence anyway), Issanac (feeling the pinch and then some) and Ramius.

            There are moderately high hills in the west and mountains in the east. To the north is the Northern Sea (most folk using the port of Skiro). There are relatively low mountains in the north central portion with Maha Lake in the middle of them. These mountains also act as the source for the Talis River. Other main rivers include the Vasvar (known as the Prine in Fiallyn Mor), the Hearnsrun in the west, the Brisa River in the north west, and the Tyon River in the northeast. There are several canals connecting some of the rivers (see map). The Chevan canal connects the source of the Talis (Maha Lake) with the sea. The Otmar canal connects a portion of the Talis with a portion of the Brisa River. The Alsa canal connects the Tyon River with the Talis. The Lorrach canal is currently under construction, and will connect the Brisa river with the sea. The Talis river ends in a delta controlled by the duchy of Argnon (see city of Argnon, University of Argnon, etc.).

            Geography

            The Talis River Valley was once a unified country under the name of "Talisgran". Unfortunately, the rulers became excessively ambitious and were apparently bent on conquest of most of the remaining continent. Talisgran was defeated by a coalition of the other major powers of about a century ago, which includes Issanac, Grand Marq, Allante, Cuda, and Athlath, but not Ramius (Ramius didn't share a border with Talisgran until 50 or so years ago). Since then, it has been in most everyone's interest (including that of Ramius now) to encourage internal strife and play one state off against the others. Now Talisgran is divided into forty or so principalities, baronies, duchies, minor republics, and various other entities, including some too small to make the map. The Duchy of Argnon is the strongest (though not the largest) and has resisted all efforts to split it up, generally by playing Cuda against Allante whenever possible. However, some of the continental powers are now beginning to regret these actions with the rise of the Empire of Mintar in the south. Grand Marq in particular is wishing for a unified Talisgran, or at least would not oppose unification, while Ramius simply wants to inhale the Talis River Valley piece by piece.

            Topography

            The northeastern regions of Talisgran are usually mountainous and have relatively thin soil, though they are thickly forested. The climate in the east is wet forest, as the mountains catch the rainfall and snowpack. The summers are relatively dry, but only in comparison with the extremely snowy winters. There is some mining, but caution is taken not to stray in the direction of Fiallyn Mor (except for mages), since people occasionally disappear, rarely to be seen again, when they go too far that way. Resources include wood, water power for those up on that kind of thing, some mining (mostly silver), sheep and goat raising (cheese, wool, and a thick cloth woven from goat hair), and hunting, with some shipping back and forth. Raft and boat riding on the Tyon is extremely dangerous in some spots, which attracts some sport and makes the timber runs in the spring really interesting to watch.

            The southeastern regions of Talisgran are flatter except at the extreme eastern borders. The climate is warm and still fairly wet, though closer to a dry summer/wet winter pattern as one approaches Argnon. The ground flattens into gently rolling hills. Resources include agriculture, sheep and cattle grazing, and tanneries along the Vasvar. The area containing the city of Horbdin has enormous estates growing wheat and other crops needing lots of room.

            Argnon has a warm climate along a flat river delta. Though not as hot and humid in summer as say, Carimay, the weather is considered the most pleasant in Talisgran. This area gets approximately 40 inches a year in rainfall, but mostly in winter. Summers are relatively dry, though humid, except for occasional thunderstorms. Falls and springs are extremely pleasant. Argnon is dependent on shipping, some agriculture, some grazing (nearly all cattle), and specialty crops normally found only in Grand Marq. Some winemaking with local grapes, though only on the south coast. Fruit growing and other crops requiring lots of water. Some light industry, especially in the city, and especially in support of the shipping. Employs a lot of mercenaries due to the closeness of Allante and Cuda. Ats as mediator between them at times.

            North of Argnon the Talis narrows, except when joined by other rivers. The soil is extremely rich and deep in the actual river valley areas. Resources include shipping, agriculture, forestry (under the law of Brede, there must be a mile-wide strip of uncut forest on the shore of the Talis except where there are docking facilities, and these docking facilities must be at least a mile apart. This law is not as well observed as it should be since the Time of Strife, but where it is the watershed is in much better shape). There are immense coal deposits near Varel, which were discovered during the digging of the Otmar Canal. This, combined with the iron ore found near Maha Lake (during the digging of the Chevan Canal right at first), encourages the development of smithies in that area. Agriculture is fairly adequate, though the main focus of this area is industry (smelting, mining, etc.). The climate is fairly mild and rainy, though not as rainy as on the northern coast.

            In the far northeast (see Prien and Olpe) the climate is mild and coastal, though wetter in the east. It is slightly drier due south of Sticmed. The extreme north coast has a typical mild and wet coastal climate with constant clouds, fog, and rain (though it dries out and is slightly more protected in the southern part of the Peintal area, and is fairly nice near the Lorrach Canal). Simmern and Skiro in particular are subjected to major storms, especially in the winter. Ice occasionally appears in the harbor at Skiro. When the Lorrach canal is done, there will be a protected harbor at the end of it, and it is feared that Ramius will want it for its own empire. The northern coast of Buren (in the east) is also subject to winter storm problems. Agriculture focuses mainly on dairy products.

            The Maha Lake area is low mountains, similar in climate to that of Buren and Sitat. The northern shore of the lake gets more snow than the southern. Sticmed and surrounding villages depend mainly on grazing and iron mining for survival.

            The west (between the Brisa and the Hernsrun) begins as flat in the center then rises to gently rolling hills in the far west, which on occasion become rocky. Passes in these hills are often surprisingly treacherous, even when not guarded by dragons (some of them have been made treacherous on purpose, depending on the paranoia of the local ruler). The climate is mild and somewhat rainy, though drier than in the north. Agriculture is supported by some irrigation and focuses on crops that grow in relatively small valleys. The soil is fairly rich. Forestry is also important, and there is cattle and pig grazing in the forests. There are also rare types of mushrooms which are favored by gourmets. Forestry is common in the west, while agriculture and light industry are more common in the east.

            South of the Hernsrun the climate and topography is the same, except the soil becomes thicker in the southeast, towards Argnon, and becomes thinner in the southwest, towards Cuda. Brettan has thinner soil and thinner forests, but is experimenting with grapes on the sunnier hills. Lemgol has cut down most of the pine and fir trees and replaced them with orchards and other flat land type crops.

            Political Subdivisions

            Talisgran is a complex patchwork quilt of climates and soil types, as well as political units (which vary from municipalities, duchies, baronies, merchant free towns, villages, modest republics, councils of elders, to puppet regimes supported by foreign countries, and one little theocracy [Peyer]). The following list of divisions include those large enough to make the map, but does not include border villages and small valleys who owe allegiance to none of them. Will be indexed by main city (except in the case of Langstroth, which is only a village but is the only town of interest so far in its particular province), type of government, foreign allegiance, view towards reunification, main industry, secondary industry, and any comments of interest.

            Argnon: Duchy, current line established about three generations ago. Leans towards Grand Marq. Would love reunification. Shipping. Organizing treaties/wars between Allante and Cuda. Comments: Worried sick about Mintar. When line was established, was known to have mages crop up in family from time to time. Had to agree to allow no mages to actually rule. Current Duke has two daughters, no sons, but is training both to rule and to marry well. University of Argnon spreads duchy's influence further than would otherwise be the case. Supports extensive printing and bookmaking industry.

            Mayellin: Barony, mostly by conquest. Current ruler is a successful mercenary general casting about for a noble wife (and is a mildly talented mage, mostly for creating a glamor about himself). Has treaties with Azdab and Allante. Wants to swallow Isny and Arkusel. Cautious in regards to Horbdin and Argnon. Likes reunification, under his rule, opposes it under anyone else. Forestry. Mining/trade with Azdab. Comments: Wants to expand, but cautiously, so as not to anger either Argnon or Horbdin and get squashed like a bug between them. Thinks of Mayellin as a temporary base only, and willing to abandon it to the previous line if a richer prize appears likely. At the time of DP, supposedly 'protecting' Isny from Arkusel (though he betrays Isny in the hope that Arkusel will be so overextended they will be vulnerable to his allies in Husum, and that a two-pronged attack will allow him to absorb all three--Isny, Arkusel, and Husum--into Mayellin. When this doesn't work--mostly due to the intervention by Horbdin, because Husum is supposed to be their client-state--the Baron instead expands northeastward, expecting Azdab not to notice, since most folk avoid that area anyhow, and Azdab is also threatened by Mintar). Is considering allying with Mintar.

            Isny: Marquisate. Make up in noble airs what they lack in actual power. Well aware of actual position but trying to bluff their way through. Despise the Baron of Mayellin, but are stuck with him anyway (though they refuse to allow him to marry into their line). Don't care about any foreign alliance, just want to survive. Would love reunification, if could maintain some sort of separate identity. Weaving. Fruit/fine brandy. Comments: Wish they'd appealed to Argnon while there was still time, as they don't trust Horbdin. War has destroyed about 1/4th of the orchards.

            Arkusel: Council of noble families, none of whom can agree on anything expect that they loathe Isny and don't trust anyone else. Well aware of position as buffer state. Would like reunification, but only if Isny disappears. Weaving. Is only place where sangweed grows (peculiar soil type), whose roots makes a valuable tonic (which actually acts as a mild antibiotic, but is, of course, rumored to an aphrodisiac etc. which increases the value). The value of the sang fields act as their own protection--destroy them, and there's no reason to be there, as fire stops the sangweed from growing for two years. Comments: A mess.

            Husum: Ruled by an association of merchants. Live off the tolls from traffic headed up and down both the Vasvar and the Talis itself (in cooperation with Kuseltin). Puppet of Horbdin, though currently pretending to be cooperating with Mayellin. Industry: servicing the shipping. Paper and parchment making for Argnon (the university especially), using timber shipped down the Vasvar, as well as for other areas. Reunification is ok, but only if they can keep the tolls.

            Horbdin: Considers themselves the real heirs of the lost traditions of Talisgran (though it was their ambition that caused it to be taken apart in the first place--some people never learn!). Ruled by a king (never a queen, though some have acted as regent for a minor son), and a council of nobles who sometimes have more influence than they ought to. Support the training of mage-born, but resent those that don't come back. Highly honor those that do, and occasionally trade with Fiallyn Mor (about which they know little, but suspect a lot more). Would dearly love to have mageblood in the family, but so far it just hasn't worked out. Is it fate or just bad genetics? Nobody knows for sure (though it's later found out that perhaps they were better off not being mages, since the genetics of it works out to almost always killing the mageborn child at birth. This leads to a real interesting bargain with Tameron when he's trying to unify Talisgran later on, since by then it's known that nearly all his children are mages, and is suspected that the one child who isn't one actually isn't his). Encourage dragons to settle in their territory, but it's just too close to Fiallyn Mor for their comfort, so they don't. Industry: wheat and potatoes. Timber (though most of it is gone by now). Willing to allow Mayellin to flex its muscles to distract Argnon, but will take action if Horbdin or protectorates are threatened. Don't care if Mayellin expands to the northeast. Azdab and Fiallyn Mor can take care of themselves. Foreign: philosophically inclined towards Issanac due to military tradition, hate Ramius (especially over Ramius' anti-mage policy) and despise Grand Marq for the effete, wine-sucking bimbos they so clearly are. A little discipline is what they need. Want desperately to reunify Talisgran--under them. Then the world will see! (Their one saving grace--they brew excellent beer from their grain.)

            Grafboe: A wholly-owned subsidiary of Horbdin. Ruled by a Prefect, who collects tolls and sends the vast majority to Horbdin. Gives the King deniability whenever the collection process gets too rough. Good farm country, though, and the people brag (quietly) that they eat better than the King does anyway.

            Sitat: Confederacy of mountain villages, but they're too cold and high to conquer anyway. Each headman/headwoman of a village over 50 people has one vote in their assembly, which meets once a year at Midsummer, judges disputes, then parties. They don't care about reunification one way or the other. Some trade with Fiallyn Mor, though not as much as Horbdin (mostly due to the position of the Prine/Vasvar River). Most cooperation comes through maintenance of the Dettle Road. Trades timber to Horbdin for lowland crops, with Buren for salt, and with Athlath on extremely rare occasions. Superstitious dread of Fiallyn Mor, with a fairly clear idea that it's bigger than it's rumored to be. Dairy, grazing, some mining (mostly silver). Comments: I Vant to Be Left Alone.

            Alkenton: Ruled by a chief bandit who usually comes up with some bizarre title. Lives from smuggling and making arrangements for various people who would rather not see their dealings in the light of day (gives new meaning to the term 'summit'). Both men and women are trained to fight practically from birth, and do so whenever possible. Those who have displeased other rulers often end up here.

            Buren: Ruled by a Count or Countess, who don't put on much airs and are expected to know the south from the north end of a cow just like everybody else. Their port of Jifil was quite the moneymaker until the canal was dug and Skiro took over. Is contemplating digging a canal to connect the Tyon with Jifil, but just don't have the resources, and the eastern mountains are higher than those around Sticmed. Trade some with Athlath. Don't care about reunification--they would still be in Outer Puckerbrush no matter what happened, but would support it if someone did something about Alkentin, which is a constant thorn in their rear. A lot of the goods they'd like to ship down the Tyon end up getting stolen. Industry: Dairy, timber, salt. Woolen weaving for coastal shipment to Skiro (which actually costs less than down the Tyon, given the attrition rate). Comments: Feels isolated, has considered joining Athlath in past few years.

            Prien: Divided into districts, each ruled by a landgrave, with the overall ruler of a Graf (or Grafin). Strictly organized, and depend mostly on grain, thick round roots (halfway between the potato and the hicki of Fiallyn Mor in taste and consistency), and grazing for their sustenance. Import salt and salt fish from Jifil, rather than pay the tolls through Sticmed. Religious orientation towards Ramius, but looser attitude towards magic. Beginning to look at mage-aided industry--like the riches Sticmed et al bring in, but don't like the pollution. Know about the water-powered looms and mills of Ramius, and tries to copy, only with mage power instead. Appears to be working to some extent. Beginning a population boom.

            Geven: Ruled by a loose nobility headed by a family known as the Zabechs, whose head is also the head of the province. Rumored to be total lunatics, or at least to put too much sangweed in their beer or wine. Suspected of having close dealings with the robbers of Alkentin and to provide sanctuary on occasion. Send younger sons and strongheaded daughters to Persti, to manage the Alsa Canal and raise havoc among the river folk. Prefer to ally with Argnon, which is occasionally embarrassing to Argnon. Mages run in the family (though they are suspected of foiling any plans by the rulers of Horbdin to bring magic into their family line). The Zabechs are definitely the fruitcakes of Talisgran, and proud of it. Live from forestry, crafts, fine jewelry, canal fees, and river tolls from Persti (their wholly-owned subsidiary). Enjoy tilting with Horbdin for the sheer fun of it, but are usually careful not to go too far. Reunification? Maybe. What's in it for them? If Horbdin is against it, then it's good enough for them. Rulers and their personal bands are usually renowned for extreme courage in battle, though, which keeps their borders intact.

            Persti: Usually ruled by the ruler of Geven's next younger sibling. Live on shipping, shipbuilding, and keeping the river folk happy with various entertainments.

            Sticmed: Ruled by a council of heads of villages and the chief of the Miners' Guild (headquartered in Sticmed). Fishing from the lake, working on the locks of the canal (and collecting fees), iron mining, and smelting. Will use any techniques, magical or otherwise, to improve the mining and/or make it safer. Every male and the sturdier females are trained in combat (at least some) to protect the canal. Import most fine food, though they brew a fairly potent wine from tioberries, which grow only in Sticmed.

            Olpe: Invested much of its surplus for years in the building of the Chevan Canal and building the facilities at Skiro, and is now reaping the harvest. They and Spelgen split the maintenance paid out as well as the fees collected for passing through. They also split the cost of hiring people to sabotage the Lorrach Canal as it's being built, but they don't talk about that much. Ruled by an Imperial bureaucrat left over from the dissolution of Talisgran, though the post has now become hereditary. Shipping, canal, dairy products, some timber. Trade is mostly with Ramius, but some with Vanagen and a little sea trade with Athlath.

            Simmern: Ruled by a council of shipowners (which naturally changes from time to time). Votes depend on value of ships, while the ship captains have an advisory council. The Chandlers' Guild is agitating for representation as well. Creams off most of the shipwreck goods, though they're theoretically supposed to split same with Drulm (ha!). Live from smuggling as well (takes goods from Ramius and bring them onto the beach, and the goods are moved by land to below Sticmed. Both Drulm and Spelgen are involved up to their eyeballs and take their cut).

            Drulm: Agricultural bedroom community for Simmern, as well as waystation for the goods headed for Spelgen and the Talis River. Ruled by a lord or lady, who mostly helps organize the harvest and looks the other way when wagons go north or south through it (but is always delighted to receive presents from travellers passing by). Is a holdout for the Old Religion (which is astoundingly like that of Fiallyn Mor), and honors mages, especially refugees from Ramius.

            Peintal: Deals mostly with Ramius, and sends mages exiled from Ramius onto Drulm. Ambitious enough to fund the Lorrach Canal and wants to establish a seaport at its end. Supports the industry of Spelgen, especially in the weapons area, though, because the rulers have noticed the expansion of Ramius and don't want to join it. The rulers (a duke or duchess, though they are otherwise very much unlike Argnon) respect dragons highly and tend to depend on them to keep the missionaries of Ramius within bounds. However, the canal will make their passage much easier. Was building this canal really such a good idea? But they've already spent all this money--and Ramius is so rich these days. Lives on trade from Ramius, forestry, tourism to go see the dragons, and small valley agriculture.

            Spelgen: Ruled by a couple of different rival families (who informally trade places about every two generations, though it's usually fairly peaceful). Are approaching another Turnover about the time Tameron is working on reunification (who opts for the Capulet/Montague solution, though he does try hard to find a pair who actually like each other). These families are the Telli and the Pasys and watching them feud has provided endless entertainment for many generations. However, none of them interfere with river trade, wishing to take over Sticmed, conducting smuggling operations to cheat Olpe whenever possible, maintenance of the Otmar canal, or the steel and smelting trade in Varel. Spelgen is ruled by the making and crafting of steel, weapons, and armor, rather than any two families. Tends to remain neutral in most conflicts--supplies anyone who pays on time. Agriculture is subsistence in the coal mine area, and is often poisoned by the byproducts of smelting and steelsmithing. Would like to hire mages for a lot of this, but most of them can't handle iron.

            Goslan: A small collection of villages with a strong interest in river trade and not much else. Tends to follow Spelgen's lead, but is held together by a strong hatred of Peyer. Ruled by consensus of all interested adults (except for sudden emergencies, then they follow orders from the Mistress, which is the woman who seems to have the most sense, and is usually followed by her designated heir, which is sometimes her daughter or granddaughter but not always). Tends to be a haven for river folk who are Just Terribly Misunderstood in other realms.

            Peyer: a communal theocracy, mainly agriculturally based, with a great admiration of Ramius and is led by a Singer. It is perhaps just as well that Ramius has an imperfect idea of just how they implement the ideal of Universal Love (since the Singer's idea is usually closer to Rasputin's or Foster's than say, St. Francis). Welcomes missionaries from Ramius who've made it through the Dragon Hills, who usually don't believe what they see, and generally end up thinking the Singer is a greater heretic than the sorcerors of Mintar. Nowadays missionaries from Ramius are usually warned away from there (though every once in a while a missionary--usually male--will settle down there for good. If you can't beat them...). Communal family society, with a certain amount of inbreeding (though the women are beginning to regulate that somewhat, through swapping daughters to families from other parts of Peyer while they are still infants). Every once in a while the Singer dies (accidentally or otherwise--no one ever argues with the current 'Singer's' version of events, at least while he's alive) and is replaced by another, who assumes all the same responsibilities and privileges. Is beginning to be some outmigration to Goslan (mostly the women), while some women from Kuseltin and Spelgen are missing.

            Chelde: Claims not to be a puppet regime of Grand Marq, but its sympathies certainly lean that way. Is worried about the growth of influence of Ramius, though it intends to benefit from the growth of traffic on the Brysa once the Lorrach Canal is done. The ruling family, headed by a prince or princess, maintains very close relationships with the dragons in the hills, and thinks of Chelde as an outpost of civilization where standards must be maintained. Tend to have nobility educated in Argnon, rather than in Selinfor or Chimol, and sends representatives/lobbyists to keep up trade and relationships in Carimay. Thinks it is a good thing that both sons and daughters of nobility be trained in some sort of profession, though it's really not supposed to be taken as seriously, as say, Master Julian does alchemy and magery. If members of nobility go into Mercenary Guild, are almost always officer-candidates. Welcomes mage refugees from Ramius. If they are on way to Fiallyn Mor, tends to guide them through Goslan and the Otmar Canal, rather than have them risk passage through Peyer. Trade involves fine weaving, fruit trees, and nutwine (a rather piquant beverage made from jertnuts and other forest products, including mushrooms from Brettan), as well as smoked hams and other delicacies. Would approve of reunification as long as Argnon was going to lead it and not Horbdin.

            Rabrus: Ruled by a merchant council who is nervous over the conflict between Ramius and Issanac spilling over onto its borders, since it was occupied for a short time by Issanac until the dragons took a hand. Closest dragon-human relationships in Talisgran. Strong training center for mercenary soldiers, due to proximity to possible conflict. Leatherworking and light armor-making, shield padding, that sort of thing. Lumber-milling, some paper-making, though there is a center for fine vellum and parchment in the city of Rabrus itself. Have some trade with Brettan sending mushrooms to Chelde. Would love reunification if that meant it got some support from the other provinces.

            Brettan: Ruled by an assembly of farmers who is led by a First Speaker. Tends to be over influenced by not offending anybody, whether it's Ramius, Issanac, or Cuda. Also emotionally involved with their dragons, but more out of necessity than out of love. Saw what happened to Rabrus and doesn't want it happening to them. Would love reunification but doesn't believe it will ever happen. Sees itself as a sacrificial pawn to protect the other provinces of Talisgran and is accordingly defensive in all its relations. Economy depends on growing delicacies for trade rather than staples for consumption, though its swine herds flourish well under the oak trees in the hills. Mostly export with a minimum of value added processing, except for some winemaking in the south of the province. Very defensive about keeping its port on the Hernsrun out of Rabrus' or Lemgol's control. Brettan itself is more of an overgrown market town rather than a major metropolitan center.

            Kuseltin: Ruled by a count or countess trying vainly to maintain order. All too aware that it was once bigger than it is now and once controlled both sides of the Talis, but is now being nibbled to pieces by Peyer, Grafboe, Husum, and Arkusel. Blames it all on Horbdin, even when it's obviously not their fault. Semi-industrial in the northern part of the province, and agricultural in the south. Has some income from tolls on the Brysa, the Hernsrun, and a small fraction of the Talis. Tends to look back to past glories than to future responsibilities. Would like to expand south to absorb Argnon and Lemgol, but know it's not likely to. Grows flatland crops in south such as grain and fruit orchards. No particular foreign orientation, though it's up to its eyeballs supporting various sides in the Husum/Arkusel/Isny/Mayellin conflict. Would probably be more prosperous if it attended to its own business, but that's no fun at all. Realizes that it will soon have to Do Something about Peyer and Goslan before the two of them come to open conflict, which will undoubtedly spill over into Kuseltin (though there's a faction that would like them to fight, while Kuseltin picks up the pieces).

            Lemgol: Almost a puppet state of Cuda, this province is a republic of small towns most of whom fight the others, as well as anyone outside. Argnon and Cuda have about the same amount of influence, while Brettan desperately tries to support Argnon at times (mostly to avoid being completely cut off by Cuda). Kuseltin sends soldiers on occasion to the south, just to let everybody know not to count them out, either. This makes Lemgol a not-so-quiet battleground of bribery, assassination, smuggling, and most anything just short of actual warfare. Fruit orchards, some brandy making, small handweaving, portable crafts from the few natives who haven't taken sides. Importer of arms and armor. River tolls on the Hernsrun have been raised five times in the past few years, which is hurting Rabrus badly and forcing Rabrus to sell directly to Kuseltin instead of shipping to Argnon and other river ports in Talisgran. Most of the dragons have left Lemgol in disgust at the humans’ uncivilized behavior.

            Summary: Talisgran is a complex patchwork quilt of various states. Reunification would resolve many problems, but create more (especially for provinces who depend on river tolls for much of their support). Unifying factors include fear of conflict outside the main borders (especially between Ramius and Issanac in the west, as well as fear of Mintar in the south), tariffs that hurt industries in various provinces and add to the cost of goods for everyone, fear of internal conflict opening the way to invasion by foreign powers, the various nation-wide guilds (various crafts, as well as the Mercenaries' Guild) and the need for standard commercial measurements and monetary units. Divisive factors include foreign influences (missionaries from Ramius, cultural influence of Grand Marq, what to do with mages), inter-province conflict, different cultural standards (widening as time passes by), religious conflicts (interpretations of the words of the Prophet, which are different all over the continent, as well as those who still follow the Old Religion), economic conflict, and just plain stubbornness. However, as time goes on it will become apparent that Talisgran will either have to unify or be swallowed up by the empires around it. The battle between Ramius and Mintar is going to be fought somewhere, but most would prefer it not to be on the soil of Talisgran (except for Grand Marq, who would rather it was going to be there than on its territory).

            The unifier? Our Hero Tameron--who else?

 

Well. Now that was longwinded, wasn’t it? But it makes a good reference for me to check when I forget which province is which—and given how many of them there are, it’s certainly a possibility. Of course, when I finally get the map redone, I’ll be able to lend it to anyone who needs to bomb the second “O” in Holy Roman Empire (obscure Bob Newhart reference).

 

Anybody out there starting to think about starting a project of their own, or have I scared you all off? You don’t have to be this detailed to start; I know that I’m obsessive.

 

But I hope you have fun!

 

See you all in December!

 

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