City/Kingdom/Race Information [Look At This Thread]

General and specific information about the Isur, the city of Sultros and the Kingdom as a whole.

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The fortified mountain city of the Isur. [Lore]

City Information

Postby Gillar on November 26th, 2011, 5:27 am

Answers to General Questions About the Isur

Money, what type do they use? If Miza how do they get it? If barter how does it work? I know the write up says Miza yet I want to know more of how it works in the system and how they get it other then export which is down the list.

The Isur do indeed use the Miza as their standard of currency. Their adoption of the Miza came about through trading with outsiders via the various trading outposts the isur operate through the Kalea region. While they are self-sufficient, the isur are of course vain as well. Having imported items from the outside world is important to them. Since the Miza is the primary form of currency and the isur worship the god of industry, it is only good business to adopt it. The acquisition of mizas came about through their trade encounters. At first, outsiders had little in the way of goods to trade for the highly sought after and quite valuable isurian crafts (little in the eyes of the isur), thus trade was slight. When the miza was brought to isurian trading posts and word spread that it was the currency adopted by most of the remaining civilized areas of the land, the isur saw an opportunity. They began taking mizas for their goods and in turn used the mizas to purchase items from outsiders as the isur got a far better deal than trading their crafts for those they saw as inferior coming from outsiders. Mizas are thus widely used in trade with outsiders while within the Kingdom itself, whatever an isur can't make themselves, they trade what they can make to get it. Mizas are also used within the Kingdom but it is more a barter and trade system.

How does housing work for them?

Beneath each clan's mountain citadel lies a vast cavern with dozens of branching tunnels with some linking to smaller caverns. In the central cavern lies the clan city. If you think of the stereotypical dwarven architecture; formidable stone structures and powerful sculptures with an overall "heavy" feeling and mix it with the stereotypical elven architecture of delicate arches, sculptures and an overall "light" feeling, you have the isur city. It mixes thick, heavy, powerful structures with delicate, flowing accents. All buildings, homes included, are intended to look better than the surrounding ones which leads to a truly magnificent sight. Isur families are often quite large so the homes accommodate this. Every home is like a small estate although the idea of trees and grass is unknown underground. Instead, an isur home is surrounded by sculptures, statues and all manner of unique architecture specific to the individuals that make up that family. The cities themselves look like massive, singular pieces of architecture made up of countless smaller parts. Around the wall of the main cavern, set on various ledges, are the homes of some of the more influential; they look down upon the others as they feel their station in life warrants.

Do they see any outsiders?

Outsiders (non-isur) are almost never allowed into the cities themselves. Most contact with outsiders takes place at the outposts. The citadels however do allow outsiders to enter as well though only established merchants in the region are allowed inside. The Isur are VERY leery of outsiders. When the Kingdom finally opens for play, more outsiders may be allowed into the cities.

If they do do they take any in the home?

There are few if any outsiders who can claim they have seen the isurian cities beneath the citadels. The extremely rare few who have, are normally only allowed in specific areas such as the homes of clan leaders and are watched at all times either up close or from a distance.

Do they own pets?

Isur indeed own pets. The ones they keep however are usually subterranean type unless the isur is one who prefers living in the citadel. Spiders, bats, various reptiles including lizards and snakes are all common.

What do they use for lights or is the night vision helpful for that?

The night vision is a useful tool for this however there are dim lights throughout the cities and even the grand tunnels that connect each city to one another. The lights are usually made from luminescent mosses held in finely crafted figures melded into the walls of buildings, tunnels and caverns. They have an innate sense of direction which allows them to keep their bearings underground. In addition, dimly lit globes of magical light exist in the main passage ways, bridges and roads.

How good is the night vision?

The night vision allows near perfect sight (black and white) in total darkness for a distance of up to a few yards. The vision combined with their sense of direction creates a very useful ability to navigate total (natural) darkness.

The innate crafting skill, does it work on any craft like skill and what does it mean? Do they have a more understanding and skill with crafts without being told or can they just learn it faster with fewer mistakes? Can one see something and see the flaws and can see how to work on it?

The isur are trained from an EXTREMELY early age to work a forge and shape metal. That said, they are creative by nature. Any type of craft, smithing, sewing, sculpting, painting, tends to come easier to an isur. Where humans experience skill and talent in specific areas of crafting and lag in others, an isur displays such skill and talent with everything they do. For example, even if an isur has never sculpted before, they would display a natural talent for it their first time doing it. So in essence, they learn faster with fewer mistakes.

I know pc's are going to try this so going to ask. Crime. Does it even have a term for them? If crime is around how is it dealt with? Why would they have any crime?

Crime is indeed a part of isurian life however it is more common in clan Pitrius where such things are actually praised (as long as one isn't caught). The isur are stubborn and have long memories. It doesn't take much for one isur to insult another which can lead to feuds that last for generations. Since the Valterrian and the founding of the New Kingdom, crime was never really an issue as the isur remained pretty unified. The growing contact with outsiders however has reintroduced the concept of crime and thus theft and murder, while uncommon, do happen. Isur on isur crime is dealt with depending on the severity of the offense as well as the frequency. Bringing a bad name to the family is always a possible punishment which depending on the family and the clan, could result in harsh repercussions. Punishments for thefts commonly involve the offender having a symbol engraved in their arm telling all who see it that the person has committed a crime against a fellow isur. Repeated thefts could also involve the invoking of Izurdin upon the thief thus bringing about a negative gnosis mark. Murder among isur (unique for within the Pitrius clan) is dealt with either by soiling of the individual and family name along with banishment and potential negative gnosis marks and could even mean the forced removal of the murder's metallic arm accompanied by banishment.

Is the left or right arm more dense then the other? Why is it so dense? Fingernails, do they have a hard time cutting them or do they use them for combat?


The specific arm depends on whether the isur is male or female. The left arm of males,, right for females, is more dense because they become as hard as stone with the texture of slick metal. It is the blood of Izurdin that causes this to happen. They are very difficult to cut; nearly impossible, and most isur who enter combat will use their arms as shields.

Can they use the other arm to craft things?


They can use their other arm to craft things normally however only their "special" arm can be used to mold metal and carve stone as if they were clay.

They age slowly and develop at the half the human rate for the bodies but what of the mind? They don't seem to slowly learn at anything.

Their minds and bodies both develop in tune. A 20 year old isur for example has the mentality roughly comparable to a 10 year old human. They don't really learn any slower or faster than humans of the comparable age.

Marriage, how does it work? Dating is it just like humans? What is seen as a good mate?


Most Isur find suitable mates in their adolescence and males must work hard to impress females. In a society made up of beautiful people of great strength and skill, this can be difficult. This is where the males display their ability in a variety of ways depending on the female’s interests. If a female is looking for physical might in a husband, they may expect some display of such in order to be impressed. If crafting skill is what is sought, then the male will be required to produce a grand work to impress his potential mate. Isur mate for life; once married they will stay with their spouse until death. Dating is similar to that of humans although both male and female will often go above and beyond to impress the other.

You say they export tools, weapons, armor and gadgets outside the city. Where do they go? What do they give people? I doubt they would give master crafted items to a normal person...

The items they export are transported to the various trading posts located in the foothills and a handful of posts further out near the regional borders. From there they are traded and/or purchased by outsider merchants and some of the more civilized barbarian tribes. Since even the simplest of tools crafted by an isur are of excellent quality, they are of great use to the tribesmen. Weapons and armor too are available as items such as wagons, saddles, and numerous other types of wares. Usually the items traded and sold are not Izentor items however it is possible to find Level 1 items from time to time.


[b]The outsiders seem to value the crafted items as rare and such but the Isur sees them as common works? So it is just the common works they see?


The isur will take pride in anything they create. Even the most common of items are of importance because an isur made them. However everything else pales in comparison to an Izentor item as far as an isur is concerned. Izentor infuses a sliver of the isur's essence into the item thus making it a part of them.

Lady Terras, what is she like?

Lady Terras is exceptionally independent, a master blacksmith and near blindingly beautiful. While not actively looking down on males, she does not see them as equal to females, especially the females of Terras.

How does finding a job work? Is it given by the clan or is it something the person has to do? What if they don't like what they are doing? Can they change it?


All isur are introduced to the forges from an early age although they are not required to enter any specific trade, not as a general rule. Some families embrace specific trades and raise their children to take up that trade as adults. Since any isur can pretty much excel at any trade, there is a danger of having too many of one type of artisan over another. Because of this, certain guilds exist, carpenters, sculptors, blacksmiths, weaponsmiths, etc. They determine how many of any one type of artisan is employed in a particular city. They also determine how many and who gets stationed at various outposts (who and how many artisans, not soldiers or administration as that is handled by a different group). While individual choice is honored to some extent, skill, guild seniority and in some cases, who you know, can play just as big if not bigger role. It is possible to change one's profession but only at the permission of the guilds involved.

Do the clans have ranks other then just the one leader? Who helps them?

This is another element I am still developing. The clan leader does have a council that attends them and that have their own individual roles. Council members oversee things like health, sanitation, city guard, the military, etc.

Why would a Isur leave the clan? Leave the city? Is it a crime to leave?

It is not a crime to leave as many isur travel from one city to another within the Kingdom. Also, many travel to and from the trading outposts. However, for one to leave the Kingdom requires permission of some ruling body within the clan such as a guild, the church, the Silver Tower, or other entity with power and influence within the clan itself. An isur may leave the Kingdom either temporarily or permanently for a variety of reasons. Some of the more scholarly type may leave on a quest for greater knowledge while the more industrial type may leave to spread their creativity and talent elsewhere. Especially religious isur may wish to spread the will of Izurdin to outsiders as well. It is considered bad-form to leave without permission and can often lead toward being denied entry to the city if they were to come back. Honor they clan.

The skin, it is dense so would that mean they can't mark it be it with tattoos or scars?

Their skin, while dense, can still be cut (save for their special arm). Tattoos and scars are possible although most isur would accent scars with tattoos in order to make them look more appealing.

If they bled what color would it be?

Isur, while believing they are the children of Izurdin, are in fact humans who ages ago were blessed by the god with their strength, creativity and mystical arms. They still bleed red.

Broken bones how long would it take to heal?

While broken bones are more rare among isur as compared to humans, it would take roughly the same amount of time to heal.

What do they do when someone dies? What if they were a clan leader? What if they were just a child?

Isur tradition requires that their dead receive the greatest of honor and respect. This is clear in their burials which are almost always attended by large crowds of friends and family. The deceased is buried in the family tomb often with some of their greatest creations entombed with them. The tombs are located in the citadel of the clan the deceased was a part of. One the anniversary of one’s death, family members will celebrate their loved one’s life by dedicating some creation or great deed to that person. If a child dies, the family buries them with items created in memory of the child. If a clan leader dies, the funeral is attended by the entire clan.

What are the schools like? Large building with smaller rooms or just large rooms? Teacher for 100 students or something a bit more smaller and hands on? What can they learn in school and can they learn more then the bare things? How do they pass or fail?


It depends on the school and are almost always based on an apprenticeship. Skilled craftsman, and there are a lot of them, take apprentices and train them in a specific trade; definitely hands-on. The first thing all children learn is how to work a forge and create simple tools. From there, they enter education programs designed by the various guilds. A carpentry student will learn not only carpentry but also basic skills such as reading and writing and mathematics as they are used in carpentry. The skilled craftsman who takes an apprentice teaches them everything. Each guild employs a number of craftsman who in turn take on anywhere from one to five apprentices, occasionally a few more.
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City Information

Postby Gillar on December 4th, 2011, 3:20 am

Above Ground Territory and Threats to the Kingdom


While normally considered secure from all threats, the Kingdom of Sultros does have its share of dangers. Some come from outside, others within.

Outsiders

The Kingdom of Sultros maintains a number of trading posts scattered throughout the region of Kalea. There are roughly a dozen of these trading posts located throughout the region. The trading posts serve a few different roles; one being protection of resource centers such as mines, lumber mills and limited agricultural lands, the other being a center of trade with the few non-isur who inhabit the region.

Supply caravans traveling to and from the trading posts, make their way to and from any one of the five Isurian cities. Supplies not normally found in the subterranean realms of the Kingdom; lumber, crops and various trade goods, are shipped via caravan to the cities thus creating an operational system of trade throughout the Kingdom.

The creation of such a system has brought with it no small amount of threat from the outside world. In the years following the Valterrian, humanoids of all kinds, began the struggle to survive in the new, fractured, hostile world. Such a need to survive has caused some conflict.

Humans

Before the Valterrian, humans and isur had a racial alliance based on trade, craft and mercantilism. In the years following the Valterrian, the isur grew more isolated in their thinking and entire way of life. Some isur began to see the destruction of their old home and the hardship and suffering they endured to escape and rebuild as being caused in large part by human greed and arrogance. For the isur, they felt there had to be a reason for all that had happened; there had to be a cause. At first, the isur did not blame humans for the Valterrian. This idea developed due to the few conflicts with humans that arose after.

Though few in number, the humans that tried to make their homes in the Unforgiving lands of Kalea were not always peaceful. Survival was the name of the game and conflict over limited food and resources between humans and isur occurred. Isur don't forget slights easily and though human/isur interaction was limited at best, the isur involved did not forget. Stories spread of the encounters with humans and with those stories came fear. Fear that humans would rise up and try to take all that the isur had fought to rebuild. Such a fear was unfounded as there were too few humans scattered throughout the Unforgiving to be any threat. Nevertheless, this fear spread and further drove isur to isolation.

It would take a couple centuries for the fears to die and only in the past few decades have the isur began to open their minds and their citadel gates to humans once more. There still remains a small threat from the occasional band of human raiders moving into Kalea from surrounding regions; dreams of treasure hidden deep within the mountains heavy on their minds.

Zith

Although the mountains of Kalea are seemingly uninhabitable to all but the hardiest of individuals, one creature has taken a particular liking to the mountainous environment, the Zith. Scattering across Mizahar like locusts, the Zith are even found in the highest peaks of Kalea. Quick to adapt and evolve, the Zith of Kalea are quite different from their lowland cousins. These Zith are physically larger, thicker and less fragile than others of their kind. The fine, body-covering fur found on other Zith is much thicker in Kalean Zith. Kalean Zith are even more savage than many of their cousins and are more prone to eating than capturing. They do not take many slaves and those that they do take, do not live long. The abundance of wildlife in Kalea; mountain goats, sheep, elk, deer and countless other prey animals, have helped bolster the population of Zith in the region and have made them an extreme threat to the isur.

While a single Zith, even the more bestial Kalean variety, is no match for the average adult isur, several Zith are indeed a threat. Since Zith rarely travel alone, they are quite possibly the greatest outside threat to the Kingdom. While the Zith do not attack the Citadels or the border posts, they do make occasional raids against trading posts and trade caravans. Trade caravans are always accompanied by a handful of Hammers for protection although this does little to reduce the overall threat.

Initially, one would think the Zith are at an extreme disadvantage when it comes to attacking an isur caravan. However, the isur have good nightvision thus nullifying the Zith's ability to attack unseen at night. Also, where the Zith often swoop in on their prey, take it into the air and then drop it. Even the strongest of Zith would struggle greatly when attempting to pick up the extremely dense body of an isur. The immense strength of the isurian arm is also such that it could easily crush the bones of a Zith with little effort. The dense flesh of an isur makes them hard to hurt with tooth or claw. The hit-and-run tactics of the Zith are rendered useless against the isur. Thus, the advantages held by the isur over the Zith have forced the Zith to take on new tactics. The Kalean Zith approach their targets not with guerrilla attacks but more with swarm attacks. A Zith hunting party will attempt to draw single isur apart from their fellows and then swarm. The Zith pounce at once on the isur often going for more vulnerable parts of the body such as the face, neck and groin. Where as a hit-and-run attack would cause the loss of many Zith by a single isur, they lose much fewer of their number by attacking en-mass.

Native Wildlife

Kalea is home to a number of dangerous predators who prey upon the wide variety of wildlife in the region. Snow-leopards, bears and wolves all pose dangers to isurian caravans and trading posts. Some of the greater threats however come from the small number of creatures of the "Dire" variety who, though not native to Kalea, have migrated from the Taldera region. Easily twice to three times the size of their smaller cousins, these giants are the most dangerouse. Giant eagles, wolves, bears and leopards, though few in number, lay claim to large territories that often include areas inhabited and/or traveled by the isur. Even the boldest of isur avoid clashing with one of these giants as a single swipe from a bear can tear an isur in half, a giant eagle can snatch an isur into the air; carrying them off as a meal. A pack of dire wolves can threaten even a fortified trading post and is one of the greatest fears among those living in the Unforgiving.
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City Information

Postby Gillar on December 4th, 2011, 3:44 am

City Security

While Izurdin's Hammer takes a large role in city security, there are too few of them to effectively police every area that security is needed. Sultros City, like the other cities, maintains its own city guard to enforce security. The city guard, known universally as, the Eysar (isurian for His Eyes), enforce laws, battle crime and provide all around safety and peace throughout the city. They are identified by the clan-colored sash and symbol they wear; the symbol of an open eye with a hammer-shaped pupil. The Eysar also wear on their off hand, a bladed gauntlet; an isurian-steel gauntlet with a single blade running from the wrist to the thumb and extending out six inches.

While Izurdin's Hammer is responsible for the protection of the Kingdom as a whole, the Eysar function on a more localized level. Their jurisdiction is the city which they operate in as well as some distance into the tunnels that lead from city to city. Izurdin's Hammer carries out the will of the King thus their own jurisdiction is Kingdom wide. They defer to the Eysar however unless it is determined that certain transgressions or threats are of a level that they may be considered a concern to the King or the safety of the Kingdom. Commanding officers within the Eysar determine whether or not this is the case although there are times where a Copper Hammer may determine this. If there is conflict over who should oversee the handling of said transgression, the senior Hammer in the city will make the final call. The senior Hammer in such cases is often a senior Copper Hammer or the Iron Hammer as Bronze Hammers are usually assigned to Border Posts where Izurdin's Hammer holds sole control.
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Postby Gillar on December 17th, 2011, 10:12 pm

Environment: Weather and Climate

The mountain region that the Kingdom calls home was called the Kitrean Mountains in the days before the Valterrian. These mountains make up a realm of vast beauty. Towering mountain peaks overlook wooded valleys and serves as home to an exhaustive collection of different plant and animal species. The area comprising the Sultros Kingdom experiences harsh winters and cool summers. Those Isur operating trading posts in the foothills experience more moderate conditions. Spring brings cool rains and an explosion of plant growth; blanketing the hills and valleys in greenery. Autumn is cool with less rain and dryer conditions that eventually give way to bitter cold and snow as it gets closer to Winter. Summer is warm but not overly so and offers some much needed relief from the coolness of the rest of the year. Of course most of the changes in weather throughout the different seasons has little affect on the Isur who spend most of their time in the underground confines of their cities.

Winter - When Winter falls upon the Kingdom, trade routes connecting the clan cities to trading and border posts shut down while the trading posts themselves are still capable of trading between one another. The border posts however, due to being located in higher elevations, become isolated and forced to weather the cold alone. The mountain passes secured by the border posts are too dangerous to traverse due to extremely deep snow and risks of avalanche. Various logging operations located near trading posts as well as mines continue to operate though at lower capacity. As most are located in the foothills, winter conditions there are more mild. Instead of heavy snow, the foothills experience rain and cool temperatures.

Spring - When the chill of Winter fades, the Spring rains enter the Kingdom. Once the rain starts, it continues off and on until Summer approaches. The foothills erupt with plant-life and the sounds of wild-life fill the air. Mountain streams flow heavy and flooding can be a threat. The higher elevations experience a slight warming though snow remains on the higher peaks. The temperatures are more tolerable however and trade routes throughout the Kingdom begin to open and border posts come out of their Winter isolation. Late Spring also finds the few farms in the Kingdom begin planting.

Summer - With the onset of Summer, the Kingdom above ground, comes alive. Trade flourishes between posts, logging and mining operations are in full swing as are building and repair projects avoided during the colder wetter months. The weather is warm and mild in the foothills though still cool in the higher elevations where the citadels are found. Although trade from city to city occurs all year round via the great underground tunnels connecting them all, Summer is the time of year when the cities get the majority of their above ground supplies from the trading posts.

Autumn - As late Summer approaches and the season changes to Autumn, the above ground farms begin to harvest their crops for storage at the trading posts. Hunting is also popular in the Autumn as preparation for the harsh mountain winters begins. The temperatures throughout the Kingdom begin to cool though it is still relatively dry. Toward late Autumn, the foothills receive a bit of rain and the snow begins to lightly fall in the higher elevations.
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Postby Gillar on January 28th, 2012, 6:17 am

Bodybuilding, Training, Personal Development

Physical perfection is more than just a state of mind for the isur, it is part of their religion. As soon as an isur child can walk, they are introduced to the lifestyle that is physical training. Parents begin their children's training as early as 2 or 3 years of age (equivalent of a 4-6 year old human child). Such training of course is mild by isurian standards though ridiculous in human perspective. A child's toys are weighted at twice to three times the weight of human toys of equivalent themes. Small weights are worn by the child via bracelets on the arms and legs as well as weighted sashes over the shoulder. While the idea of weight training isn't formally emphasized at this young age, the extra weight accelerates the child's isur physiology and forces it into overdrive. Endurance increases as does overall strength. Only in the isur does such a thing happen thanks to the favor of their divine father, Izurdin.

As the child grows older, their parents further instil the importance of physical development. Children are taught of Izurdin as soon as they are able to verbally communicate. Part of these teachings include emphasis on sculpting one's body to pay homage to Izurdin; emulating the divine Father. This is infused in their minds and encouraged throughout the rest of their lives. To be a faithful, dutiful, devoted child of Izurdin, one must emulate their lord in patience, strength and physical perfection. Everyday of the child's life is filled with religious teaching as well as personal, physical development in addition to whatever personal craft that the child shows an aptitude for.

Physical training during an isur's early years as a child consists of weightlifting; weights twice to three times that of what humans of an equivalent age are capable of handling. The are also required to routinely run laps around their immediate neighborhood with older children running laps around the city sections as well as their entire city. Such runs can take hours per day and may consist of carrying some amount of weight in the process to help increase endurance.

The physiology of the isur allows their bodies to increase in mass and strength at an advanced rate during childhood and further. Those RARE few isur who grow up without such training, for whatever reason, will most certainly die. In a fanatically religious society that values physical perfection above all else, a lesser child will not be able to withstand the physical stress that "normal" isur experience as an everyday part of life.
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City/Kingdom/Race Information [Look At This Thread]

Postby Gillar on August 25th, 2012, 9:38 am

Magic in the Kingdom

Regular magic use in the Kingdom is somewhat uncommon outside of the Silver Tower and Pitrius City. It is generally viewed with a range of perception from being a fascinating curiosity to suspicious and possible dangerous. These perceptions vary widely with the most common view being one of caution. The monitoring and control of magic use on the part of the Sentinels of the Silver Tower helps keep the majority of the people in the Kingdom from becoming too fearful of its use. It is that level of comfort that has led to the Kingdom accepting (for the most part) the Sentinels as being the primary authority in regards to magic. This is not to say that anyone can walk the streets of one of the cities throwing magic around as none want to gain the full attention of the Sentinels.

Magic use within the Kingdom is governed exclusively by the Sentinels of the Silver Tower in Pitrius City. The Sentinels, while headquartered in the Tower, maintain a presence in all five clan cities. This presence is not openly advertised and these Sentinels maintain a low profile. Their orders are to monitor magic use by other isur and prevent and if needed, combat potential threats brought on by undisciplined manipulation of djed. The undisciplined are those not affiliated with the Tower; in other words, someone who is not a Sentinel. Those who break the Sentinel's rules, even if out of simple ignorance, will be approached by a Sentinel and expected to go with them to the Tower for evaluation and education. These magic users are assigned a specialized program of study and are required to work toward becoming a Sentinel. If they do not comply, they can expect severe consequences.

The Will of Izurdin governs the practice of magic just as much as the rules the Sentinels have put in place. The Will of Izurdin states that no isur shall engage in activities that may defile their own bodies or otherwise draw personal attention away from one's own physical form. Strength and Patience are qualities that all isur must continuously strive to perfect. The use of magic to "cheat" in this quest or otherwise gain unnatural advantage is forbidden by the priests and priestesses of Izurdin's Forge. This decree is considered divine in nature; having come from Izurdin, and shall not be challenged even by the laws of the Sentinels.

Outside of the Tower and Pitrius City, certain forms of magic are more common than others and more accepted by the Sentinels.

World Magic, specifically Magecrafting, Glyphing and Alchemy are allowed a wide range of freedom when it comes to their use. As long a such practices are not used to threaten the Kingdom or its inhabitants, these disciplines are allowed the maximum amount of freedom.

Malediction, while accepted as a legitimate discipline within the Kingdom, is uncommon and often considered to be too primitive for isur use. Even so, there are some who practice it. While given freedom with its use, these practitioners are monitored from time to time in order to ensure that their materials do not go against the principles held by the isur as a race.

Animation, while uncommon in the Kingdom, is monitored closely. While low level animators pose little risk to the Kingdom or its people (allowed a wide range of freedom), Experts and especially Masters are seen as needing attention. The idea of granting "life" to a creation and infusing it with a sense of self is considered dangerous in the hands of the undisciplined. Anyone attempting to engage in the practice of animation at L3 or L4 will surely encounter a Sentinel and be taken for evaluation.

Spiritism, while not common in the Kingdom, is an active discipline. Due to the extreme religious nature of the isur as a race, the idea of lost souls wandering the land in misery is a great injustice. Ghosts are seen as the honored dead needing help to reach Izurdin. Spiritists employing skills of L1 or L2 are allowed freedom to practice their discipline as long as it is not discovered that they are disgracing the dead with attempts to control or harm. L3 and L4 practitioners must submit to the Tower else be dealt with accordingly.

Webbing is uncommon in the Kingdom and usually only found in use by the Sentinels for communication and monitoring. Non-Sentinels employing this magical discipline are monitored but unless there is some obvious threat related to the use of webbing, full freedom is granted. Obvious threats include spying or using magical communication to engage in clandestine operations that endanger others.

Personal Magic is more closely monitored than World Magic for a variety of reasons including the threat of overgiving as well as the potential for abuse. Use of Personal Magic at L1 is usually allowed some amount of freedom depending on the discipline. L2 or higher use is often restricted to all but Sentinels. The threat of overgiving and destructive potential of Personal Magic is the primary concern of the Sentinels although some of the Towers critics claim that the Sentinels merely want to ensure their complete dominion over magic use in the Kingdom. Most Personal Magic Disciplines are allowed some freedom of use as long as they remain at the L1 level of skill. Some are still granted some amount of freedom at L2 although few if any are granted freedom at L3 or L4.

Reimancy use at L1 is monitored yet seldom restricted as long at it is employed for personal use or in ways that better the city, clan or race. The same goes for L2 use however it is more closely monitored for potential abuse. Because it is taught at the Tower, it is considered a bit more common than most other forms of Personal Magic.

Auristics is allowed freedom with monitoring up to L2 with little restriction although perceived abuse can bring a Sentinel into the picture. Auristics is somewhat uncommon in the Kingdom but still exists.

Familiary is rare in the Kingdom outside the Tower where even then it is only slightly less rare. This discipline is not taught at the Tower and when it does present itself, its practice within the Kingdom is heavily monitored. If a practitioner and their familiar were to pose a threat to anyone, one or the other would likely be destroyed by the Sentinels.

Flux is extremely rare in the Kingdom with its use being all but banned not only by the Tower but by the priests and priestesses of Izurdin's Forge and the Council of Five itself. Flux goes against the principles of Izurdin which state that one's own body, unmodified by magic, is a temple in itself. While its use may exist within the Kingdom, those using it do so under the threat of being labeled an outcast and traitor to the Will of Izurdin.

Hypnotism is uncommon in the Kingdom and closely monitored by the Sentinels. Those who are undisciplined using L1 abilities are allowed a small amount of freedom although they are usually only allowed free use of such abilities in the employ of the Forge or a few scattered healers throughout the Kingdom. They are seen as quite valuable in treating mental disorders among the people. Use of L2 or higher can expect a visit from a Sentinel as hypnotism is considered potentially dangerous by the Tower.

Leeching is forbidden in the Kingdom. Its use is considered a direct threat to the Sentinels and use of it at any level is met with deadly force. Despite the danger involved in practicing this discipline, there are still occasional instances of it being used. This use has grown over the past several decades with some believing its rise being due to the strict rules the Sentinels place on magic use. It is seen as something of a small, hidden rebellion. The fact that Leeching eats away at the users body also goes against the Will of Izurdin and thus violates religious doctrine.

Morphing is uncommon in the Kingdom as its very nature involves altering the makeup of one's own body. Limited use of L1 morphing abilities are often found in festivals and celebrations as a "parlor trick" used for entertainment. Such uses are monitored but rarely is any action taken against the practitioner. L2 use is more closely monitored and runs a great risk of bringing the hand of the Sentinels down on the user if they get carried away. Again, entertainment is the only use that is not restricted by the Sentinels as morphing is considered potentially dangerous to the user. The thought is that one may become too reliant on their altered states that they may cease to rely on their own natural forms; a breech of the Will of Izurdin.

Projection is somewhat rare in the Kingdom. It is one of those disciplines that may potentially violate the Will of Izurdin although not as severely as others (at least in the eyes of the Forge and the Tower). L1 use is not prohibited although like all Personal Magic, it is monitored for potential abuse. L2 or above however will bring a Sentinel to one's door. The rarity of projection in the Kingdom makes it a topic of interest to the Tower and one that is treated with curiosity more so than anger or fear. It is this interest that may initially bring a Sentinel to a practitioner although abuse or refusal to cooperate with the Sentinel may turn the curiosity into something more sour.

Voiding is taught by the Sentinels and while uncommon among the undisciplined, is still found in use within the Kingdom. Those practicing L1 and L2 are closely monitored although only abuse of the discipline brings the wrath of the Sentinels upon the user. Voiding is seen as a useful skill in disposing of waste thus its use without abuse is tolerated.

Shielding is taught by the Sentinels and is uncommonly used by the undisciplined. Its use is very closely monitored since possessing skill in it means that one is capable of opposing a Sentinel with some advantage. L1 is tolerated since those with shielding may be able to aid a Sentinel in dealing with magical disasters, dangers or threats. Its use is still closely monitored. Those with L2 or higher are brought the to Tower for evaluation since having such high levels of skill makes the user potentially dangerous to the Sentinels.

It is Important to note that while the Sentinels govern the use of magic within the Kingdom, Izurdin's Forge also plays a role. Many priests and priestesses of Izurdin can be found employing various magical disciplines without being Sentinels. The special status these people have within the Kingdom affords them much greater freedom when it comes to magical use. That said, they are still expected to follow the laws put in place by the Sentinels though are not monitored as closely.

Aside from those serving Izurdin's Forge, the Sentinels make no exception in the monitoring and enforcement of the rules on magic. Even those with political or financial influence are not above the law although none would dare challenge a member of the Council of Five unless they were in fact a member of the Council itself. The presiding Lord Pitrius claims personal responsibility for such a thing as that Lord is almost always trained at the Silver Tower.
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Gillar
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City/Kingdom/Race Information [Look At This Thread]

Postby Gillar on August 26th, 2012, 7:29 am

Jobs and Business

In each of the five cities that make up the Kingdom, there are Crafting Halls that are responsible for facilitating and maintaining economic and occupational services within the city.

Employment

Those seeking employment, apprenticeship or business ownership must come to their respective Hall to engage in such activities. In order to be employed in a City, one must attain a writ of employment from an employer and bring it to the Hall for verification. The writ is formal documentation that details the specifics of one's employment and is filled out by the employer and finalized with the employer's personal seal. The writ includes the type of job, pay range, duties, etc. Isur take the concept of trade, commerce and work very seriously.

Writs are most often acquired from existing businesses however the local Hall may also distribute writs to those seeking a job yet do not have a prospective employer to fill out a writ for them. The Hall will match the potential employee up with a potential employer. Also, job openings may often be found posted in the local Hall available on a first come, first serve basis.

Each of the five crafting halls within the Kingdom are divided into a series of occupational divisions which govern all aspects of trade, commerce and occupational opportunities.

Crafting - The Crafting Department is responsible for overseeing various trades involving masons, carpenters, smiths, jewelers, pretty much any trade that involves production of an item or items. In order to attain employment (not to be confused with apprenticeship), one must possess at least a single L1 skill related to the desired job. With a crafting job, the required L1 skill is always quite specific. Carpenters require carpentry, jewelers require jewelcrafting, smiths require a smithing skill (of course all isur have at least 10 points in blacksmithing), etc. Skill levels higher than L1 are of course acceptable and the potential employee can expect a higher income as a result.

Education/Science
- Jobs that are more scientific and educational in origin such as anthropology, archaeology, aquiculture and cartography for example, are also available within each city. These particular jobs are different from occupations involving crafting in that they are more service related. These jobs, in direct association with the crafting hall, operate out of small schools and/or scientific organizations that specialize in certain schools of study with various on-going projects. One must still seek employment from one of these organizations while their writ of employment goes to the Hall for official filing. It is the Hall that is also responsible for providing extra funds (grants) to said organizations and related individuals for various research and educational projects/study. One must possess an L1 skill related to science and/or education in order to gain acceptance into one of these organizations. Greater skill levels and experience brings greater benefits and income to the individual. L2 or higher in related skills allows the individual to apply for actual grants from the Hall for research/educational projects. Such grants are usually only granted however to those associated with established research organizations.

Medical - While there are no formal hospitals in the Kingdom, there are a number of local civilian healers as well as those who serve Izurdin's Hammer. One must acquire a writ of employment from one of these local healers in order to be employed by them. It is important to note that these types of jobs are uncommon as the isur maintain near perfect health throughout the entirety of their lives. L1 in a medical related skill is required to gain employment in this field.

Service - Bartenders, miners, hunters, fishermen, grooms and various labor-related occupations are governed by the Service department of the Crafting Halls. In order to be employed in one of these labor-related occupations, one must possess an L1 skill related to the desired occupation. While anyone can engage in casual/hobby forms of mining, hunting or fishing, those wishing to gain employment in such areas must get verified with the Hall through a writ of employment.

Magic - Magic-related occupational pursuits are governed by the Silver Tower in Pitrius City. The Crafting Hall has no jurisdiction over magical-based businesses or employment. That said, a Sentinel of the Silver Tower may be found at each local Hall. Those wishing to offer their magical talents to the city may register with the Hall's Sentinel. Refer to the the Magic and its Use for more information regarding the use of magic and what is allowed by the Sentinels. Those possessing L1 magical skill may register with the Sentinel and be approved for employment. The Silver Tower then acts in the place of the Crafting Hall for employment and business matters.

Starting Characters may begin play with a job without a Help Desk request. However, they must post in the Crafting Hall seeking an occupation. Simple jobs are easy to acquire however more unique, specialized oddities may require a bit more work. Magic related jobs are also available in the same manner although keep in mind the restrictions of non-Sentinel magic use within the Kingdom when looking to start play with such a job.

Apprenticeships

The most common way for one to learn and/or advance newly acquired skills is through apprenticeship. Apprenticeships are handled in a way similar to employment with a potential apprentice providing a writ of apprenticeship to the Hall. Just like employment, potential masters seeking apprenticeship may have postings in the Hall complete with what they look for in an apprentice. Masters will generally only take apprentices with little to no skill in a particular area. For example, a carpenter seeking an apprentice will likely require one to possess no skill in carpentry or no greater than 10-15 points into L1 carpentry. Teachers/Masters generally wish not to waste their time teaching their art to those who already have a good idea of how to do it.

Apprenticeship usually involves no income for the apprentice. The apprentice pays for their apprenticeship through helping their teacher/master. A mason's apprentice will pay for their apprenticeship by helping their teacher perform their job. The apprentice may assist in actual work, serve as an errand boy or whatever other duties are required by the teacher in exchange for the training.

Magical Apprenticeship through the Hall is not possible. However, one may see the Hall's Sentinel for potential enrollment at the Silver Tower.

Business Ownership

Those wishing to start up a business or engage in formal trade (as opposed to hobby-like operations) must seek a business license with the Hall in order to begin. The Hall is responsible for providing any potential loans, buildings or other resources to would-be business owners. In order to be approved for a business license, a potential business owner must possess an L2 in the skill most closely related to the type of business they wish to operate.

Potential business owners may petition the Hall for loans for business start-up and/or procure facilities and employees for said business. In return, the Hall will usually take a 10% cut from all final business profits per season as part of the payback agreement. Of course, more can be contributed to the payback amount in order to pay off the owed debt faster.

In addition to approving and helping out small businesses, the Hall may approve various amounts of resources for beginning small industries in related areas for a cut of profits. Benefits of such agreements involve business start-up funding as well as contracts that include approved areas of operation. The Hall's cut from such industrial pursuits is usually 25% per season. This is different from a payback agreement however in that the Hall continues to offer support to the industry for the life of that industry.

Starting Characters may begin play as a business owner if they possess the appropriate skills but they must still post in the Hall requesting a business license and/or funding/loans.

Final Notes - Due to the unmatched creative nature combined with the isur's innate desire to pursue business and industry, the availability of business licenses for businesses and industries is tightly controlled and overseen. What this boils down to is that the Hall will not grant licenses for certain types of jobs without some assurance that the business owner has what it takes to stand out from the crowd. The most obvious example of this is blacksmithing. Since every isur is skilled at blacksmithing, only the most talented can hope to start up an official smithy that acts as a legitimate business. Thus only an isur with at least an L3 in Blacksmithing could hope to attain a business license for a smithy.

If there is an existing NPC business in a city similar to the one you wish to start on your own, you will have to provide a good reason for why you should be granted a license. For example, in Sultros City, Wendevar and Landen are both established weaponsmiths of notable skill and ability. For a PC to be approved for a weaponsmithing license, they would either have to have equivalent or greater skill or find a specialized niche that sets them far apart from the others. Simply offering different weapons would not due. Offering specific Izentored items is one way as is unique magecrafted ones for example.

For magical businesses, again, refer to the rules concerning magic use in the Kingdom. As long as the desired business fits within those rules, a business license may be granted by the Hall's Sentinel. Note however that one must still possess an L2 or higher in said magic skill to own/operate a business. That leaves only certain magical disciplines available for business use. Actual Sentinels are not restricted in such ways.
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