Wednesday 24 July 2019

Turunda & The Devoted Trilogy - World Building Prompts, Part 2

Last week I started compiling all of my prompt posts from Great Western Woods' #WorldBuildingQuest, focusing on the world of The Devoted trilogy (work on book three is underway, and book two, The Sah'niir, will be out in one week!)


#WorldBuildingQuest Week 2:

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Day 8. Food
   A good, healthy diet of grains, meats and vegetables. Meat is not exclusive to the wealthy, though the variety available is more restricted. Game is common, however, as the forests and valleys are thick with deer, boar and jackalopes, if one is prepared to hunt on free land. Cider is easy to make, ale less so, but they're all widely available, while wines are slowly becoming available to a wider market rather than their previous restriction to those of higher status.

Day 9. Farmed Animals
   Cows and sheep; the typical animals. But it isn't too wide-spread, as game is so abundant. Poaching is a problem and it's handled harshly, but hunting remains the dominant source of meat, especially for the poor. The risks are worth it.

Day 10. Natural Predators
   If you wander into the wilds of Turunda, many of the creatures hiding in, behind or beneath the trees are a danger of one kind or another, but the most likely to cause harm is the raghorn - half deer, half wild cat. It's aggressive and considered a fine trophy for hunters. There is an annual raghorn hunt which will frequently result in injury, if not death - which is all part of the thrill, of course.

Day 11. Climate & Seasons
   Turunda carries a mild climate, mid-way between the equator and the poles. There is sufficient rain, being so close to the sea, and the surrounding mountains cast a rain shadow which additionally waters the soils. Neighbouring countries are largely the same, with the exception of Ivaea to the north which, due to that very rain shadow, is one third desert despite being only a little closer to the equator.

Day 12: Trade Routes & Travel
   There are plenty of roads connecting the capital to the towns and cities, whereas most villages are often a backroad away, but with game hunting being the primary source of meat, the mild climate making farming vegetables easy, and the abundance of water, people living in villages generally get by without the need to visit large markets as often. The markets feature more game and crops, but also spices brought down from the north, tribal curiosities (despite the fear and distaste for the tribespeople themselves) and finery that the poor can get by without. Travel is mostly by foot, then by horse, then cart or carriage depending on wealth and importance (and pomposity).

Day 13: Important Trade Towns
   Roeden and Whitemouth are important sea ports and deal with the trade from the smaller southern islands, while Emberton is crucial to the steel trade. Carenna, far to the north, though an unsavoury sort of place, is where the spices and tribal goods are first dealt with, as well as bleeding opiac and liquors into the broader market.

Day 14: Education
   It's not wide-spread and limited to the rich. Ordinary people have the option to either join the Temple and learn from the priests, or choose a trade and learn via apprenticeships. Life lessons are taught by parents or learned the hard way. Those who enter into the Hall of the White Hammer are given additional education, but they usually require a tactical mind to begin with, and those who enter the Arana must be quick-witted with a natural intelligence, and the ability to obey commands unerringly. Military requires less education. Mages who enter into the Order are given a broader education, regardless of background.



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