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/Kingdom/Race Information [Look At This Thread]

Postby Gillar on November 19th, 2011, 2:04 pm

General Information

This thread will serve as the main source of general information on the city and its people. Each section may be updated from time to time so be sure to check in every so often. The information provided here will grow and expand based on continued development of the city. Provided as well are useful links related to the Isur. PLEASE be sure to become familiar with these City Information entries before getting too involved in roleplaying within the city as most of the information provided in this thread as well as the Lore entries, rely upon one-another.

Sultros is the name of the Isurian Kingdom as well as the name of the central city of the Kingdom (don't forget it is also the name of the leading isurian clan). The city of Sultros is located beneath Sultros Citadel. The Citadel is the only visible symbol of Isurian presence from the outside. It is located atop a Mt. Izurith in the center of the Kalea region. From the outside world, the only access to Sultros Citadel is via the Stalwart Highway. The entrance to the Highway is known as the Shield; a mighty fortified outpost that bars all non-authorized individuals entry. Non-human merchants with wares to trade, are granted entrance and provided a medallion to prove their authorization. All who attempt to enter without authorization are killed on sight without mercy.

Once approved for entry, outsiders travel the two-mile trek through the great tunnel that serves as the Highway. On the other side, a flat, rocky plain greets outsiders before a hundred yard walk to the Citadel itself. The gates of the Citadel are also heavily fortified with regular patrols. There is no compromise, no deals when it comes to entrance into the Citadel. Those who are not welcome, are killed without question. The Isur, while coldly welcoming of outsiders to the Citadel for the purpose of trade, are intolerant of all who would attempt entry for unsavory reasons. Such individuals will end up filled with arrows, crossbow bolts or have their bones broken in many places, skulls crushed and otherwise eliminated.

City, Clan and Race Information Links


The Citadel
The City and the People
The Plaza
The Housing District
The Outer Ring
The King's Walk
The Upper Levels
Specific Clan Roleplaying Information
Izurdin and Religion
Answers to General Questions about the Isur
Above Ground Territory and Threats to the Kingdom
City Security
Environment: Weather and Climate
Bodybuilding, Training and Personal Development
Magic and its Use
Jobs and Business

Important Isur Lore Links

Isur
Izurdin
Izentor
Sultros
Sentinels
Silver Tower
Izurdin's Hammer
King Sultros
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City Information

Postby Gillar on November 19th, 2011, 2:08 pm

The Citadel

To outsiders, only the main courtyard of the Citadel is accessible. The courtyard is arranged so that merchants may set up tents or wagons to ply their trade. Permanent structures do exist within the courtyard that cater to isur and non-isur alike. There is a tavern, stables and various isurian shops that contribute to the market atmosphere of the courtyard. Theft within the market is not tolerated. Members of Izurdin's Hammer patrol the courtyard and uphold isurian law. Theft on the part of non-isur is handled swiftly and strictly; including immediate execution. As long as the rules are obeyed, outsiders may expect cool yet cordial encounters with the isur of the CItadel.

The rest of the Citadel serves as the Headquarters for Izurdin's Hammer, living quarters for isurian families and contains a forge and shrine to Izurdin as well as training facilities for the Hammer.
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City Information

Postby Gillar on November 19th, 2011, 2:14 pm

The City and the People

Located in a vast cavern deep below Mt. Izurith, the city of Sultros is home to a few thousand isur; mostly of the Sultros clan. Non-isur are forbidden within the city and any found there are dealt with severely. The cavern floor takes up an area of roughly two square miles and is over half-a-mile deep. An aqueduct system carries water throughout the city while food and supplies are gained both from within the cavern and countless caves as well as from areas above ground.

The city operates on a schedule that follows the passage of day to night just like the outside world. The passage of time is tracked by a series of bells located throughout the city that are rung each hour. The bells chime the number of hours that have passed starting at midpoint of the night, ending at the midpoint of the day and then starting up again the first hour following.

Schooling of children takes place both in the home and at various shops, forges and mines where apprenticeship is the primary means of education.
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Postby Gillar on November 19th, 2011, 2:16 pm

The Plaza

The city is designed around a large plaza; The Plaza of the Crimson Arm. The Plaza is located on the floor of the great cavern and is surrounded by grand sculptures baring the likeness of master craftsmen, legendary heroes and isur of greatness from throughout known history. It is covered in thousands upon thousands of varying-sized walking stones all colored a rich crimson color and arranged in different geometric patterns. The patterns are made from veins of silver that spiderweb across the surface of the stones. The Plaza is lit by several large globes of soft light that illuminates the entire area.

Lining the perimeter of the Plaza are numerous shops dealing in all manner of trade and service. Isur from across the kingdom ply their trades at the Plaza. Taverns, smiths, tailors, sculptors and artisans of all kinds can be found in the shops around the Plaza.
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Postby Gillar on November 19th, 2011, 2:17 pm

The Housing District

Moving past the shops and trade buildings away from the Plaza, the homes of the majority of the isur are found in an area known as the Housing District. The cavern floor, save for the Plaza, is far from being flat. Homes are found on various levels on the cavern floor with a network of roads separating the area into blocks. Each block contains roughly 10 to 15 homes. Isurian homes are built of worked stone of varying types with thick pillars and elaborate arches being a common theme. Intricate carvings upon the walls and pillars are always found. Each house serves as home to families made up of the core parents, their young children and oftentimes grandparents and/or other elders. Home addresses are also designated to each family dwelling and are differentiated by Block, House Number and Family Name (not to be confused with clan name). For example, the Ironheart House is located in Block 7, House 3.

Within the Housing District, there are also a number of small parks. Unlike the outside world, isurian parks are made up of beautifully carved stones that rise up from the cavern floor. Varying in height from a few feet to more than ten feet, these stones may take on nearly any form yet all are covered in varying layers of different colored, luminescent moss. There is also seating carved for maximum comfort. Some of the parks have small fountains that produce flowing water thanks to a variety of isurian gadgets.

While not requiring light to see, isur prefer some amount of illumination if only to light up their works of art. Thus, the roads in the Housing District and in fact throughout the kingdom, are lit a varying intervals by dim lit globes of light set atop tall iron posts; lanterns courtesy of the Silver Tower.
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Postby Gillar on November 19th, 2011, 2:21 pm

The Outer Ring

Continuing outward from the Plaza, past the Housing District, lies a variety of unique locations such as the Moss Gardens and Lake Sultros that are part of the Outer Ring; the area between the Housing District and the cavern walls. Along the cavern walls there are tunnel entrances that lead to various other areas such as The Mines; a series of mines and facilities where a variety of ore and precious metal is worked. Also at the walls of the cavern are the four entrances to the Great Tunnel; the large passageway that connects the other cities to Sultros. There are four entrances, The Northern, Southern, Eastern and Western entrances. Each entrance is patrolled regularly by Izurdin's Hammer although there isn't a permanent guard post. Isur are allowed free travel into and out of the city.
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Postby Gillar on November 19th, 2011, 2:22 pm

The King's Walk

Looking up from the Plaza, one will see a large stone hovering a couple hundred feet in mid-air. This chunk of stone said to be the very stone where King Isengir Sultros stood and pronounced the founding of the new kingdom. It is also the location of King Sultros' Tomb. There is no access to the tomb although it is surrounded by a circular section of The King's Walk, a massive bridge construct that spans the cavern and connects various locations along the upper levels of the cavern walls to one another. The Walk as it is called, is constructed from a combination of Izentor, Magic and isur muscle and ingenuity. While not the only grand work of art within the Kingdom, it is quite possibly the single largest one. The Walk sports a span from north to south and east to west with the two spans meeting at Isengir's Watch; the circular section that surrounds the tomb. There are no supports as the Walk is suspended by sheer greatness of craftsmanship combined with powerful magic while being lined with an intricately carved railing. As with the cavern floor below, the Walk is also illuminated by light globes. The Walk is 25 feet wide so that travel along it is never cramped.

At various points along the Walk, there are small resting points designed almost like small parks in themselves. At these resting points; called, Respites, there are small fountains and benches as well as a variety of stone and/or metal sculptures. There are eight Respites located on the Walk; two on each directional span. The Respites also house the lift system that allows travel to and from the cavern floor. The lifts are made up of a large system of pulleys, ropes and chains that operate in near silence due to the unparallelled craftsmanship put into their construction. When one wishes to use the lift, they step onto a large wood platform just off to the side of the Respite. Pulling a large lever, the lift is activated and a series of counterweights are employed to raise or lower the lift. There are two platforms at each Respite, so that there is always a way to descend while those below always have a way to ascend. The platforms are large enough to accommodate several people and/or a large wagon or a number of smaller ones.
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Postby Gillar on November 19th, 2011, 2:23 pm

The Upper Levels

Lining the upper walls of the cavern are a variety of locations that include the King's Palace, the Hall of the Five, the Ascent, Izurdin's Forge; the primary Temple of Izurdin as well as homes to those who possess a greater than usual amount of influence due to skill, wealth or ancestry. There are also some shops that deal in high-end goods located in the upper levels along a variety of parks.

The King's Palace is home to the King and is located on massive arm of stone that extends out from the cavern wall. A combination of stone, metal and crystal, the Palace can be seen from nearly any location within the city. The King and his family live in the palace while Kingdom operations are performed from the Hall of the Five.

The Hall of the Five is built into the cavern wall itself. It contains a variety of governmental offices both city and Kingdom in scope. The Hall deals with city housing, maintenance, finances, law and mercantilism. While it maintains a few small branches on the cavern floor, the Hall is the government center of the city. The Council of Five meet at the Hall to discuss Kingdom-wide issues and to make decisions that may affect the Kingdom as a whole.

The Ascent is the primary entrance to the Citadel. Similar to the other lifts in the city, the Ascent is twice as large and heavily guarded by members of Izurdin's Hammer. While isur are allowed free passage on the Ascent, non-isur are strictly forbidden to use it. Outsiders found on the Ascent is something nearly unheard of as only a couple have ever made it even that far into the city since its construction. From the Citadel side, outsiders are warned in no uncertain terms to stay away from the Ascent; known as the Descent there. If somehow one is able to make it to the lift and descend, Izurdin's Hammer at the other end will eliminate them.

The Temple of Izurdin, known to the isur as, Izurdin's Forge, is the central place of worship for the entire Kingdom. While numerous shrines and smaller temples exist throughout the Kingdom and even in areas outside, the Forge is considered the central source of all things Izurdin; at least among the isur. Perhaps the greatest tribute to Izurdin, the Forge is a massive structure lined with elaborately carved marble columns, huge statues of Izurdin and contains tools and resources needed to craft some of the greatest crafted works in all of Mizahar. Operated primarily by the Vizerian clan, all isur are welcome in the Forge.
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Postby Gillar on November 26th, 2011, 4:52 am

Specific Clan Roleplaying Information

Sultros Clan

Lifestyle and Goals of members of the Sultros Clan

The Sultros clan leads the Council of Five with the position of King. Many legendary heroes and leaders from history come from the Sultros clan. Known also for being the premiere engineers of the Kingdom, their lifestyle is heavily influenced by this. Children spend the days studying architecture, drafting and engineering while also studying various aspects of leadership; history, speechcraft, politics, etc. When they are not in school, they are working in the forges. Because the Sultros clan is responsible for things such as aqueducts, lifts and reinforced tunnels that make up the various Isur citadels, those who are not in leadership positions spend much of their time pursuing these areas of construction. There isn't such a thing as being poor in the Kingdom, especially in the Sultros city. Everyone has a home and all the necessities of life. Though they work long days either in the forges or on one of countless construction projects, they make time for family; even if its gathering everyone together to work on special projects.

Ongoing clan goals are to maintain the Kingdom and continue to rebuild it toward its former glory before the Valterrian. Unlike other clans, the Sultros see this as a gradual process that encompasses many areas. One of their primary goals is to restore the Council of Ten. As a part of that, they often lead expeditions made up of isur from different clans in search of historical isur settlements, outposts and even to the Old Kingdom city of Izurith. Their hopes are to find survivors of any clan but especially the lost clans. Day-to-day individual goals of course vary with each person but often center around their jobs and/or families.

Vizerian Clan

Gnosis Marks, Artifacts and the Vault

The Vizerian Clan is primarily devoted to Izurdin among all other gods or goddesses. That said, many do hold low level marks from others but most never get more than one with some getting two. Vizerian clan members are the ones most likely to have the third mark from Izurdin compared to the other clans. This isn't to say they are the only ones, just that their are more of them in this clan than the others. Common low level marks include those from Avalis, Eyris and Semele although they aren't exclusive. None would dare openly display marks from the darker gods such as Rhysol or Vayt or any of the other dark gods as such a thing is seen by the clan as blasphemous toward Izurdin.

The artifacts that they brought from the old city are buried in a hidden vault somewhere in the new kingdom. Only a handful of Vizerian members know of its existence though the location remains hidden from all. The vault does not play a significant role in the lives of the general public.

Coglias Clan

Kingdom Defense, Training, Teachers and Students

The Coglias clan makes up the backbone of the whole of the Isurian military yet they are not the sole members. All five clans and all five citadels maintain their own military however they all include members of the Coglias clan among their ranks. They train fighters from all clans in the ways of combat and it is considered an honor, even by the rather secretive and strict Pitrius clan, to train under a Coglias warrior.

It is not taboo to learn and teach between clans. In fact, the Church of Izurdin, operated and maintained by the Vizerian clan, is located in the city of Sultros; all are welcome and those seeking religious teaching and training travel from the other clan cities to the Church. Izurdin's Hammer, the primary defenders of the Kingdom, are led by members of Coglias clan although they accept the most skilled warriors from across the kingdom, regardless of clan. The Sentinels of the Silver Tower are made up of isur from across the Kingdom. The Sentinels are students of the Silver Tower located in the Pitrius clan city. The Tower, maintained and operated by clan Pitrius, accepts isur from all clans although they give preferential entry to Pitrius applicants.

Terras Clan

Males in the Terras Clan, Crafting and Trade Inside and Out of the Clan

In the Terras clan, the rare few males that are born are treated as equals to the females. Terras males are highly sought after by Terras females for mates because it is believed their offspring would be of a purer bloodline. In truth, these offspring are always female and such offspring bring great honor and prestige to that family. Those extremely rare males that mate with and/or marry outside of the clan, lose their status as clan members and must take on the name of their mate's clan. Offspring of these males also lose status as members of Terras clan. Males marrying into the clan are considered clan members by marriage association only. However, they are not treated as inferior. Males perform alongside females in almost every aspect of life yet females hold positions of leadership in politics and business. They share leadership in a family yet as far as the family's ties to business and politics are concerned, responsibility falls on the female. An individual, male or female, can perform their own work and claim it as their own or as belonging to their family. In fact, most isur, regardless of clan, who craft above average works, often name them for themselves, their family and their clan in that order.

Pitrius Clan

Magic, Outsiders (non-Pitrius isur) and Disciplines

The Pitrius clan delves in pretty much any type of magic although some more than others. Alchemy, Glyphing, Magecraft, Malediction, Leeching, Auristics and Voiding are the primary disciplines with the others taught to a lesser degree. Unlike Sahova, there aren't quite as many masters at the Silver Tower. Most of the instructors are L3 in their primary disciplines with a handful holding L4 including the Master of the Tower. They do indeed frown on outsiders but do accept those they view as having natural talent in various areas. These individuals must work hard to prove themselves in the eyes of their instructors and peers. With each other, Sentinels of the Silver Tower as well as "normal" members of clan Pitrius, interact with one-another in a way that says, what can this person do for me? What do I get out of the deal? Can this person be of some use to me now or at a later date? One's superior, especially at the Tower, is to be feared and/or respected. They are to be obeyed and disobedience is strictly dealt with. Of course subterfuge, underhandedness, dishonesty and betrayal is commonplace and frowned upon if one is caught while praise, power and influence is given to those who excel at it. Magic used varies with the individual however some families within the clan may show an aptitude for one discipline over another. Note that the Silver Tower also offers training and apprenticeship in non-magical disciplines such as Poisons, Interrogation, Intelligence, Philtering as well as expecting all students to maintain their physical conditioning through strenuous workouts.
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Postby Gillar on November 26th, 2011, 5:15 am

Izurdin and Religion

It is said that Izurdin roamed the Kingdom in the flesh during its early years and blessed the builders of the citadels and the cities for only through his personal intervention could the Kingdom have come so far in such a short amount of time. In more recent times however, Izurdin watches his children from a distance as he doesn't want to interfere; choosing instead for the isur to rely on their own strength and patience to persevere. He does love his children though and while offering his blessings to all races who seek his guidance or exemplify his chosen domains, his attention falls more upon the isur than any others. Izurdin does not usually give bad gnosis marks as it takes quite a bit of active effort to anger him. While few mortals are capable of such a feat, those who actively oppose industry, physical strength or who do not strive to maintain patience, may succeed at doing it. Isur are least likely to receive negative marks but those rare few who do would have to atone in a way specifically tailored to the individual.

Izurdin is the primary isurian god and the only one that any isur would openly claim three marks or more from. As with the Vizerian clan, many isur from all clans carry marks from Avalis, Eyris and Semele with some claiming marks from Myri, Cheva, Kihala, Gnora, Rak'keli, Wysar and even Ivak. Some of the Coglias clan, especially the elders, give respect to the dead God of War, Ruros. Many members of clan Pitrius, while not open about it, are rumored to carry marks from Vaht, Nikali, Akajia, Sagallius, Siku with the faintest of whispers claiming a few bare marks of Rhysol and Uldr. Clan Pitrius is the only one who would consider positive marks from any of the dark gods due to their interest in the forbidden, buried and lost.
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