Naming Conventions

January 9th, 2012

Names in Osterin have a tendency to follow certain conventions. There are a few names that deviate from the rules, but most of them will fall within the following parameters:

Male names contain more hard or sharp sounds like K, T, or B, and will always (usually) end in a consonant. Examples: Isem, Tomat, Armel, Bayett, Tarvin, Timal, Arlin, Jordel, Toril, etc.

Female names tend to be softer, and will usually end in a vowel. There are more exceptions to this rule (Loral, Millian, Meris) than there are to the male name rule. Examples: Angeli, Tori, Sasha, Sera, Rienna, Reyna, Shirina, etc.

While first names are similar in both the Eastern and Western nations, last names still have some differences. Families originally from the west will have names that consist of several (usually three) distinct syllables and usually end in an A or U. Examples: Tori Bamaru, Armel Nairobu, Nik Subata.

Last names of families from the east are more likely to end in a consonant, most likely an N, and are usually two syllables. Examples: Bayett Laysen, Angeli Roinen, Loral Feynan.

 

Editing progress: Not much over the holidays, though I have organized what needs to be done. There are currently 41 scenes that need more significant revisions (adding important bits or changing some details), 27 that need minor changes (adding tension or rewriting bits that don’t flow well), and 5 new scenes to write.

Money

December 19th, 2011

In Osterin, all transactions are based on a bartering system. In the east, mostly Aridia, this is more of a literal bartering system, where some good or service is directly exchanged for another. This also takes place in some places in Lianti. However, in Attarnon, most bartering takes place with a coin system.

The coins, at their simplest, are pieces of metal with a value and a symbol stamped into them. The symbol serves an important function – it names the smith who determined the value of the coin. If the coin is determined to be counterfeit in some way, such as being a bit of iron plated in gold, or if the stamped value is inaccurate, the smith can be prosecuted under the law – or, occasionally, outside of the law, depending on who his coins affect. As such, smiths guard their stamps very closely.

Some smith symbols are recognized instantly across most of Attarnon, and the coins are accepted at face value with no questions asked, since the smith has proven himself trustworthy. Unknown smith symbols are more likely to be examined closely by the merchant accepting them.

There are several methods that have been devised to cheat the system, though none of them are in widespread use. The first involves shaving small pieces off the coins, leaving the symbol and the value intact, but the coin a little lighter. This is time consuming, however, and is not worth the time is takes for the little value it provides, except perhaps for the higher value coins. Another tactic that has been attempted is to reproduce a certain smith’s mark, either to pass off counterfeit coins, or to discredit a smith. However, smith symbols are complex and difficult to reproduce, and a merchant’s eyes are sharp.

The values of coins are determined by the value of the metal used to craft them. Iron coins, called ferits, are the cheapest. These are often not even stamped, as their value is so low that there would be no sense in counterfeiting them. Copper is next, and are called cuvers. It takes 45 ferits to equal the value of a single cuver. Steel coins are called dachals, and are the most common coin found in Attarnon. A dachal is worth 20 cuvers. Next is silver, common among high-priced transactions. These coins are called argets, and are worth 20 dachals. Last, and worth 20 argets each, are the aurits, made of gold. These are extremely rare, and only a few smiths are known to even make them.

 

Editing update: Finished that last scene, though it may still need a bit of tweaking. Made a list of all the edits that need to be done, and working through that. Don’t expect much from the next couple weeks. Christmas and all.

A Tour of Attarnon

December 6th, 2011

This tour will start on the west coast. Here you will find cliffs running nearly the entire length of the shoreline, with a vertical drop that can reach up to 100 feet at points. These cliffs are surprisingly smooth, as though a massive knife simply sliced off the edge of the continent. There are few settlements along this edge, except where the occasional river runs by and drops off the edge into the ocean.

Moving north, the shoreline gradually returns to beaches, but it also gets colder. By the time the shore is back to normal, the ground is covered in snow and ice nearly year-round. Somewhere around this point, the Northlands begin. Along Attarnon’s northern border are a series of towers, each one within Illusionist messaging distance of the next two on each side. This is the official border line, and squadrons of Quis and Madmen man these towers in rotating shifts to repel Northman raids. No roads extend beyond this point, and only a fool would journey there. Between the cold and the roving bands of Northmen, the chance of survival is slim at best.

To the south, Attarnon shares a once-violent border with Lianti, who split off into their own country some time ago. While there were – and still occasionally are – some minor border skirmishes, the war was not particularly bloody, for the most part. At the time, Attarnon did not have the control of their Madmen that they now do, nor the support of the Quis. By the time Attarnon became as powerful as they now are, public opinion no longer supported a war, and Lianti became a hesitant trading partner. Some battle sites were lost, and the bodies are still out there somewhere.

To the east are the Mountains, though Attarnon’s border ends somewhere in the foothills. Towns here tend to be rougher than elsewhere, particularly in the southeast. This is likely due to the ease with which criminal types can disappear into the mountains should they be pursued. Closer to the northern border, a large river runs from the mountains and all the way through the country, passing the capital city of Insen and eventually emptying into the ocean. This is a major trade route between the mountain kingdom and Attarnon.

Central Attarnon is forested. Almost entirely, except where the trees have been cut down to build villages, or burned down in the occasional forest fire. The trees are mixed, with a higher concentration of coniferous trees to the north, and more deciduous trees to the south. Slightly rolling hills cover the landscape. The city of Insen was built near the river, about two span’s march from the mountains, slightly more north than south. It sits on a large hill, with walls that reach out of the ground itself to embrace the buildings within. The King’s palace sits on the peak of the hill, and the Asylum is nearby, but closer to the river.

In total, it would take somewhere around 6 to 8 span to walk from the western border of Attarnon to the eastern, depending on walking speed and the number of hours a day spent walking. On a good Attarnon horse, it could be as little as a single span, whereas with a Druid-bred Ganyan horse, it could take as little as two days. From north to south would be about 20% less.

 

Editing update: planning on finishing up that scene today, then we’ll see what I need to do with the Asylum scenes.

Law Enforcement

November 28th, 2011

In Attarnon, there is a set of laws that are to be followed by all citizens. In order to ensure that these laws are followed – and to employ the soldiers since they don’t have a war to fight – a system of Law Enforcement Officers was formed by the King of Attarnon shortly after Lianti split away and formed their own country.

In recent years – since the War of Magic, if that can be considered recent – the LEOs have been a sort of counter to the Quis, who are often viewed as holding too much power over the country. Any non-magical disturbance is investigated by the LEOs, and often magic-related crimes as well, provided they bring a Qui with them.

Officially, the LEOs have more power than the Quis, though either one can arrest the other if they have cause. If necessary, a LEO can act as executioner, though this is frowned upon. There is no official court system. In theory, criminals are supposed to be brought before the King, but in reality this is far too impractical for all but the most serious of crimes. Most villages handle their own criminals.

Each village has at least one LEO, with most having three or four. The LEO in charge will be the one who usually passes judgment. A summary of these judgments will be passed up to the King to be read and approved. If the judgments are not satisfactory, disciplinary action will be taken. In theory, at least.

LEOs are sometimes called Lions. This is not usually taken as an offensive remark, and is used as slang between officers, or in many other non-official situations. The term ‘cat’, however, is meant to be offensive, and is not suggested to be used within hearing range of a LEO.

 

Edits update: About two lines since last week. There are a couple things I need to fit into this scene, and I’m figuring out how to do so.

Magic in Society

November 21st, 2011

Many types of magic have been deeply integrated into Attarnon society. For example:

Druids – Woodworking, mostly. A druid can control the shape a tree grows into, and can form intricate shapes from the wood. In addition, Druid-grown wood doesn’t suffer from knots or other imperfections, and so is highly valued. A lesser known use for Druids is modifying and breeding animals for specific traits, though this requires techniques only known in Ganyan, which are a closely held secret. Darill horses are sought after for this reason.

Elementalists – Usually work with fire – for example, in a forge – or with stone. Elementalist stonework is common in Ganyan, with stone spires rising into the sky. In Attarnon, without the use of Ratans, the most complicated stonework done has been the Asylum wall – a solid, perfectly polished chunk of stone, four feet thick and nearly twenty feet high, that surrounds the entire grounds. Less commonly, Elementalists are asked to work with water or air, to create wells or lift heavy objects.

Warders – Warder-wrought steel is incredibly intricate, due to the Warder’s ability to mould the metal with his hands directly, rather than requiring a hammer. With the assistance of an Elementalist, the metal can easily be heated to molten or near-molten levels, at which point the Warder, immune to the heat, can easily shape the metal as if it were clay. Other uses of Warder include bodyguards and Wards against magic for the most paranoid.

Necromancers – A Necromancer can usually be found on the teams of law enforcement officials working on murder cases. If they’re lucky, the spirit of the deceased will still be around for the Necromancer to speak with, or even revive, depending on the injury. Another use is in the arenas where warriors fight to the death and are raised after the battle.

Illusionists – Entertainment is a common application – the Illusionist will project a scene for a crowd of onlookers. Depending on the quality of the production, the actors will either be projections as well, or real actors that have to be careful not to destroy the illusion when they are required to interact with the scenery. The other common usage is as messengers, since they can project a voice to another person. Illusionists have a network that they can send messages through, from one side of Attarnon to the other, if necessary. There is a limit to how far they can project their voice, so the Illusionists are carefully spaced.

Scouts – They make good assassins and thieves. There’s little they can do on the honest side of society, though some clever individuals have come up with uses – like the woman who wanted someone to tend to her flowers without trampling them – Scouts don’t leave footprints. Or the man who suspected his house guests were stealing from him.

Healers – There is usually a Healer in every town with a sufficient population. They are incredibly useful to have around, for obvious reasons.

Shifters – Spy work is the obvious one, since a Shifter can look like anyone he wants to. Shifters don’t have a common role in Attarnon, though they can be called upon to do odd jobs.

Mentalist – Mentalists tend to work on their own, mostly due to the fact that most people don’t like having someone around who can read their thoughts. Tends to make people nervous. However, Mentalists are incredibly useful to law enforcement officials who want to know if a person is lying. Most towns will employ at least one Mentalist for this purpose.

Assistants – You can find Assistants lurking nearly everywhere there are people doing difficult jobs, as they can push their stamina into others, helping them do more work. The Asylum itself employs several Assistants for this reason, and they often help out when strenuous tasks are required. There is also a secret to Assistants that has been hidden from society for quite some time…

 

Editing update: Realized I need a new scene in Chapter Two, so I’ve been working on that. It’s about half done.