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Creative Exercise: The Sovereign Dominion of Eyros
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<blockquote data-quote="Arkhandus" data-source="post: 2122289" data-attributes="member: 13966"><p>Welcome!</p><p>The only things I'd suggest might warrant tweaking in your post is that 1) most of the Praes Thanatos mages are necromancers, so enchanters and transmuters should probably only be a 'mediocre number' or 'decent number' rather than 'sizable' in the PT (any mage can take item-crafting feats, even necromancers, after all; necros just can't craft items that utilize their banned spells); and 2) it should be noted that dwarves are effectively little more than slave labor in the Sovereign Dominion of Eyros, so they wouldn't hold any power over non-dwarves (they're not citizens, and can't gain any political or mercantile power, the closest they can come is having their own unions and guilds), thus it should probably be tweaked in your post to mention that humans are siding with dwarves because they're more confident in the dwarves' natural skill and heritage as metalworkers and miners. It may not need to be clarified, but I figure someone might bring it up later wondering, and I'd rather mention it now so you're aware.</p><p></p><p>Now, as for my next contribution....</p><p></p><p>While Mhur is lead by the Iron League in most matters, the real power in Mhur is the city's numerous, long-standing, and powerful guilds and work unions, who can force the city's work to a grinding halt if they don't like what the Iron League or the Grand Monarch of Eyros has to say. The Eyrian military has on rare occasions entered Mhur to quell riots and force the laborers back to work, but usually lets the Iron League work things out, and the people of Mhur know from past experience that they're best off not provoking the military to come in and settle disputes with mass violence. Most members of the Iron League are drawn from the leading councils and such in Mhur's guilds, which has reduced the friction in recent centuries, though occasionally a dwarven or elven guild holds a strike because of their slavish treatment.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2122289, member: 13966"] Welcome! The only things I'd suggest might warrant tweaking in your post is that 1) most of the Praes Thanatos mages are necromancers, so enchanters and transmuters should probably only be a 'mediocre number' or 'decent number' rather than 'sizable' in the PT (any mage can take item-crafting feats, even necromancers, after all; necros just can't craft items that utilize their banned spells); and 2) it should be noted that dwarves are effectively little more than slave labor in the Sovereign Dominion of Eyros, so they wouldn't hold any power over non-dwarves (they're not citizens, and can't gain any political or mercantile power, the closest they can come is having their own unions and guilds), thus it should probably be tweaked in your post to mention that humans are siding with dwarves because they're more confident in the dwarves' natural skill and heritage as metalworkers and miners. It may not need to be clarified, but I figure someone might bring it up later wondering, and I'd rather mention it now so you're aware. Now, as for my next contribution.... While Mhur is lead by the Iron League in most matters, the real power in Mhur is the city's numerous, long-standing, and powerful guilds and work unions, who can force the city's work to a grinding halt if they don't like what the Iron League or the Grand Monarch of Eyros has to say. The Eyrian military has on rare occasions entered Mhur to quell riots and force the laborers back to work, but usually lets the Iron League work things out, and the people of Mhur know from past experience that they're best off not provoking the military to come in and settle disputes with mass violence. Most members of the Iron League are drawn from the leading councils and such in Mhur's guilds, which has reduced the friction in recent centuries, though occasionally a dwarven or elven guild holds a strike because of their slavish treatment. [/QUOTE]
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