Post by The Twin Cities on Apr 26, 2023 9:04:42 GMT -5
Hello everyone! This is Tay, also known as Ralf Valgard. When TMI launched I partnered with fellow role player Anton to create The Twin Cities. The settlements are located in the west, on either side of the strait that connects the inland sea with the ocean. The primary inhabitants are the Varan and the Vessians, races of men created by myself and Anton, and who carried over from TFS. I have a lot of ideas for the Twin Cities that I would love to bring to TMI when time permits. The purpose of this thread is to present those ideas and receive feedback. In addition, I am looking for suggestions as well as player-characters to populate the faction. Please read on to learn more about the idea and consider joining me in bringing the Twin Cities to life! As I learn more and discover new ideas the content of this thread will change.
I. The Basis of the Twin-Cities: My idea for the Twins was to create a major commercial center for the Mistborne Isles, strategically situated on the western strait (the Ildesian Strait). The inhabitants seek trade with other settlements, hoping to acquire raw materials such as ores, furs, wool, cotton, spices, and much more. These items are then fashioned into intermediate and processed goods by the laborers, craftsmen, artisans, smiths, etc who live in the Twins. Trade goods of all kinds can be found in the Twins' warehouses, ready to be loaded on foreign ships or on the settlement's own merchant fleet, which then distribute finished goods throughout the Isles. The aim is to concentrate a large variety of goods, materials, and more in a single and accessible location.
Inspiration for the Twins' geographical setup came from Constantinople/Istanbul. However, the function, purpose, and spirit of the Twin Cities is based on early-modern Holland - more specifically the maritime city of Amsterdam. During the early modern period Amsterdam was the world's largest and wealthiest port, and Holland acted as Europe's primary center of commerce. Goods from all over the world flowed into and out of the harbors. Their merchant-fleet had a near-monopoly on world-trade, and the Dutch were renowned as master shipbuilders. Their prosperity allowed them to build grand port-cities like Amsterdam, maintain armies that could contend with the Spanish, and build a fleet that could stand against the British Navy. The Dutch also used canals, dikes, and windmills to establish polders, reclaiming land from the sea to build on or establish farms to support their growing population.
This is the basis for the Twin-Cities. It is a burgeoning seaport that aims to be a major commercial center for the Isles, where all trade goods can be concentrated. The Varan are natural-born seafarers and warriors, who once raided and traded along seas and inland rivers. They are ideal seamen, laborers, and craftsmen for the Twins - and scores of them can be found working for the merchant fleet or fighting for the navy, or performing laborious tasks to develop the settlement. Their cousins, the Vessians, are a varied and innovative people, with a knack for bureaucracy, organization, and development. However, the Twins invite and welcome everyone from all races and walks of life.
II. The Council: The Consul of the Twins is Ralf Valgard; however, this is for role playing purposes only - to guide the story and setting, or to mediate on problems when needed. The Council is the governing body of the Twin Cities. Councilors are generally elected officials who work together to safeguard the interests of the settlement. They may be wealthy merchants, land-owners, military commanders, important people, etc. I'm looking for player-characters who have a stake in the Twins to be Councilors.
III. The University: The University is a project which may come later (although a thread for its location exists). Ralf Valgard and his followers understand the need for talent and intellectuals, and so want to attract the brightest minds from across the Isles to educate and train future generations. Advancements in architecture, the arts, metallurgy, law, city-planning, engineering, etc will sprout from Valland University.
IV. The Navy and Expeditionary Forces: Like Holland from which it is based on, the Twins will use its growing wealth to build and maintain a modern navy. The navy's primary job is to escort the merchant fleet, but they may also clear out pirate coves or join their allies in naval engagements when necessary. I cannot this enough: the Twins are not a belligerent faction, but the navy will be used to protect the interests of the Twins and their allies.
Working with the navy is the expeditionary forces. This group focuses on exploring and finding potential sites for colonies, from which they want to collect raw resources to take back to the Twins. Sometimes they may have to fight pirates, bandits, or other groups, and are often times assisted by the naval forces or Knight-Brothers.
IV. The Knight-Brothers: The Twin Cities will build, fund, and maintain its own navy. However, matters of land-based warfare and defense is handled by the Knight-Brothers. These warriors are clad in plate armor, and ride mighty steeds into battle. They often recruit experienced mercenaries to bolster their numbers. The Knight-Brothers are responsible for building fortifications along the frontier to defend would-be invaders.
I. The Basis of the Twin-Cities: My idea for the Twins was to create a major commercial center for the Mistborne Isles, strategically situated on the western strait (the Ildesian Strait). The inhabitants seek trade with other settlements, hoping to acquire raw materials such as ores, furs, wool, cotton, spices, and much more. These items are then fashioned into intermediate and processed goods by the laborers, craftsmen, artisans, smiths, etc who live in the Twins. Trade goods of all kinds can be found in the Twins' warehouses, ready to be loaded on foreign ships or on the settlement's own merchant fleet, which then distribute finished goods throughout the Isles. The aim is to concentrate a large variety of goods, materials, and more in a single and accessible location.
Inspiration for the Twins' geographical setup came from Constantinople/Istanbul. However, the function, purpose, and spirit of the Twin Cities is based on early-modern Holland - more specifically the maritime city of Amsterdam. During the early modern period Amsterdam was the world's largest and wealthiest port, and Holland acted as Europe's primary center of commerce. Goods from all over the world flowed into and out of the harbors. Their merchant-fleet had a near-monopoly on world-trade, and the Dutch were renowned as master shipbuilders. Their prosperity allowed them to build grand port-cities like Amsterdam, maintain armies that could contend with the Spanish, and build a fleet that could stand against the British Navy. The Dutch also used canals, dikes, and windmills to establish polders, reclaiming land from the sea to build on or establish farms to support their growing population.
This is the basis for the Twin-Cities. It is a burgeoning seaport that aims to be a major commercial center for the Isles, where all trade goods can be concentrated. The Varan are natural-born seafarers and warriors, who once raided and traded along seas and inland rivers. They are ideal seamen, laborers, and craftsmen for the Twins - and scores of them can be found working for the merchant fleet or fighting for the navy, or performing laborious tasks to develop the settlement. Their cousins, the Vessians, are a varied and innovative people, with a knack for bureaucracy, organization, and development. However, the Twins invite and welcome everyone from all races and walks of life.
II. The Council: The Consul of the Twins is Ralf Valgard; however, this is for role playing purposes only - to guide the story and setting, or to mediate on problems when needed. The Council is the governing body of the Twin Cities. Councilors are generally elected officials who work together to safeguard the interests of the settlement. They may be wealthy merchants, land-owners, military commanders, important people, etc. I'm looking for player-characters who have a stake in the Twins to be Councilors.
III. The University: The University is a project which may come later (although a thread for its location exists). Ralf Valgard and his followers understand the need for talent and intellectuals, and so want to attract the brightest minds from across the Isles to educate and train future generations. Advancements in architecture, the arts, metallurgy, law, city-planning, engineering, etc will sprout from Valland University.
IV. The Navy and Expeditionary Forces: Like Holland from which it is based on, the Twins will use its growing wealth to build and maintain a modern navy. The navy's primary job is to escort the merchant fleet, but they may also clear out pirate coves or join their allies in naval engagements when necessary. I cannot this enough: the Twins are not a belligerent faction, but the navy will be used to protect the interests of the Twins and their allies.
Working with the navy is the expeditionary forces. This group focuses on exploring and finding potential sites for colonies, from which they want to collect raw resources to take back to the Twins. Sometimes they may have to fight pirates, bandits, or other groups, and are often times assisted by the naval forces or Knight-Brothers.
IV. The Knight-Brothers: The Twin Cities will build, fund, and maintain its own navy. However, matters of land-based warfare and defense is handled by the Knight-Brothers. These warriors are clad in plate armor, and ride mighty steeds into battle. They often recruit experienced mercenaries to bolster their numbers. The Knight-Brothers are responsible for building fortifications along the frontier to defend would-be invaders.