OOC Info [Zeltiva] A Closer Look

A Guide to Zeltiva.

(This is a thread from Mizahar's fantasy role playing forums. Why don't you register today? This message is not shown when you are logged in. Come roleplay with us, it's fun!)

Center of scholarly knowledge and shipwrighting, Zeltiva is a port city unlike any other in Mizahar. [Lore]

[Zeltiva] A Closer Look

Postby Perplexity on February 8th, 2015, 2:59 pm

Zeltiva, A Closer Look


Map and Linkmap


Image


Credit goes to Fallon for the drawing of the map.

The Old Quarter


Travelers one and all are given their first taste of Zeltivan culture upon arriving to Zeltiva in the arms of the Old Quarter. No one really knows why the Old Quarter is name thus. It is not the oldest section of the city. Most attribute it to the fact that the Old Quarter is where all of the Old Zeltivans huddled during the horrors of the Valterrian as the rest of the city was abandoned. For the most part the people of Zeltiva merely shrug their shoulders and tend to their daily lives without much thought as to the naming of it.

It is in the Old Quarter that citizens can find Zeltiva’s beating heart. Here lies the seat of Zeltiva’s government, the bustling marketplace, the rich businesses of West Street. From entertainment to historical landmarks, the majority of them can be found in the Old Quarter.

Political
These locations are centers of governance or play a part in the ruling of Zeltiva in some way.

  • Lord of Council's Office: Zeltiva's City Hall.
  • The Wave Guard Headquarters: The base of the Wave Guard.
  • Customs Office: Office for import fee payment and the resident Customs Officer.
  • Merchant's Guild Hall: (Forthcoming...)
  • Artisan's Guild Hall: (Forthcoming...)
  • University of Zeltiva: (Revisions forthcoming...)
  • Scholar's Asylum: New students are brought here to witness the effects of misusing magic. (Destroyed Winter 514)
  • The Infirmary: Where medical students learn, and where Zeltiva's injured are treated.

West Street
Bustling with activity and renowned throughout the city, West Street is home to most of Zeltiva's affluent businesses.


Lodging
Need a place to stay? Stay here.


Recreational
For when you are in need of a reprieve from life's troubles.


Religious
At these sacred places the citizens of Zeltiva pay homage to the gods.



The Sailor's Quarter


The Sailor’s Quarter is aptly named for the dominating presence of the Sailor’s Guild. It is here where the merchant vessels that serve as Zeltiva’s lifeblood come into port. It is here that Zeltiva’s connection to the sea is seen most prominently.

Political
These locations are centers of governance or play a part in the ruling of Zeltiva in some way.

  • Guild Hall: Residence of the Administrative Committee.
  • Naval Headquarters: (Forthcoming...)
  • The Shipyard: Where ships are crafted and made seaworthy.
  • The Docks: The bustling, noisy, and largest dock in all of Mizahar.
  • Merchant Warehouses (Forthcoming...)

Businesses
While not as high class as West Street, there are a number of shops to be found here.


Recreational
Whether you are in need of a reprieve from life's troubles.


The Ancient Quarter


The section of the city where its Alahean roots can be seen most, the Ancient Quarter is home to Zeltiva’s wealthy citizenry. The stark contrast between rich and working class citizens is very visible here. The Ancient Quarter is heavily patrolled either by the Wave Guard or private guards in the employ of the wealthy. This section of the city contains some of its most prized treasures…and darkest secrets.

Residential
The homes of Zeltiva's wealthy or upper middle-class are truly things to be admired.


Locations of Interest
For one reason or another, these are locations of interest. Some open to the public. Some not.


Businesses
Quiet and classy, an entrepreneur given the honor of setting up shop in the Ancient Quarter is highly respected throughout the community.


Religious
At these sacred places the citizens of Zeltiva pay homage to the gods.


The Denvali Quarter


A very recent addition to the city, the Denvali Quarter is home to the refugees that sailed across the world from Denval. Zeltiva opened its arms to their brethren and many believe it has brought them nothing but trouble. The Denvali Quarter serves as the prelude to the rag-tag lower classes of Zeltiva.

Note
The Denvali Quarter is under extensive development...

East Street


East Street. The very mention of it makes civilized Zeltivans turn up their nose or flinch. The wealthy consider it a blight on the city. The middle class try to pretend it doesn’t exist though that doesn’t prevent them from partaking of some of its pleasures. The poor? It is their haven. It is where the veil of fancy, high class, scholarly façade of Zeltiva fades away. Here there is nothing but harsh reality…and people revel in it.

Political
These locations are centers of governance or play a part in the ruling of Zeltiva in some way.


Businesses
A far cry from the high class of West Street and nothing close to the quiet setting of the Ancient Quarter. Got money? Spend it. Don't got money? A limb or two might do.


Recreational
For when you are in need of a reprieve from life's troubles.

  • The Kelp Bar: A popular drinking haunt amongst sailors and citizens alike.
  • Maiden's Cape: A sliver of peace in a downtrodden area.
  • The Wherehouse (Forthcoming...)
  • A Change of Fortune (Forthcoming...)

The Zastoska Forest and Mountains


Image


The Zastoska Forest has been a facet of Zeltivan life long before the Valterrian and into the very founding of the Zeltiva itself. For generations beyond counting the stoic pines of the hardwood forest have watched over the Zeltivans but few can say that their presence has ever been comforting. The forest itself is filled with both life that is natural and life that has been made unnatural. Countless stories have arisen over the centuries hinting at nightmarish creatures that stalk the dark paths of the forest. Some of these stories have spawned as a result of old Alahean wizard’s penchant for experimenting with the wildlife. Rumors still circulate that there are laboratories lost within the trees though few are successful at finding them.

The forest itself stretches outward from the base of the mountains for approximately twenty-five square miles. The Zastoska Mountains completely surround the outer edges of the forest with only one known exit and entry point, the Mirahil Pass. While other paths into or out of the mountains and forest might exist they are known only to the most seasoned of explorers. The wood guards its secrets viciously and rewards only those who are strong of spirit, mind and body.

The forest is not patrolled by the Wave Guard. The forest and mountains are patrolled by the Zeltivan High Guard and those Martial Society mercenaries brave enough to do so. They base themselves out of Mirahil Keep, the only militant fortified structure in Zeltiva where the old ones huddled during the horrors of the Valterrian.

Travelers be warned, do not wander idly into the arms of Zastoska for that embrace very well might be the embrace of Lady Death herself.

Factions
These organizations are known to be found in the area.


Locations of Interest
These locations can be found scattered through the outskirts of the city either somewhere in the forest itself or the mountain range.

  • The Mirahil Pass (Forthcoming...)
  • Mirahil Keep: Zeltiva's ancient mountain stronghold. Home to the High Guard.
  • High Guard Outpost (Forthcoming...)
  • Martial Society Outpost (Forthcoming...)
  • The Blood Den (Forthcoming...)
  • Stone Quarry: Belonging to the Gracey family, the Stone Quarries are Zeltiva's source of natural stone for both architecture and trade.
  • Lumber Mill: Owned by the Gracey family, the Lumber Mill is the source of Zeltiva's wood resources.

Credit goes to Gossamer for this layout.
Perplexity's Office Status

User avatar
Perplexity
DS of Zeltiva, Mod Privileges in Wildlands
 
Posts: 794
Words: 440795
Joined roleplay: July 11th, 2013, 11:59 pm
Location: Zeltiva
Race: Staff account
Office
Medals: 1
Featured Contributor (1)

[Zeltiva] A Closer Look

Postby Perplexity on February 8th, 2015, 3:40 pm

Zeltiva, A Closer Look


Zeltiva is a city that has seen just as much growth as it has hardship. In the years following the Valterrian it has striven to be an example of progress and perseverance pushing its way past obstacles with a spirit that is unique to the city’s populace. With roots stretching far back into the early years of the Alahean Empire, Zeltiva is a place where inhabitants can catch a glimpse of the grandeur the Old Kingdom once held.

Culture


The People- Pride. That is perhaps one of the single most outstanding virtues in a native born Zeltivan. To those who are either born here or ingrain themselves into the city’s lifestyle it becomes a defining trait. Zeltivans have an astounding amount of pride in their home no matter its shortcomings. The people of Zeltiva firmly believe that they live in a bastion of civilization. To them, Zeltiva is the fountain from which all the world’s wisdom pours. The rest of the world is simply fortunate enough to drink from their waters. Among every Zeltivan there is a noticeable resiliency and a tendency toward free thinking. It is not uncommon for foreigners to find themselves drawn into lengthy conversations about the merits of one aspect of society or another. Zeltivans value a strong work ethic. Laziness makes one a pariah and is heavily frowned upon. In a city where food is precious one must always work to earn their keep. If you do not work, you do not eat. In terms of the genders men and women share equal standing in that anyone can rise to any height in Zeltiva if they have the drive to do so.

Education- As a whole Zeltivan’s are rather well educated. In-fact, not being moderately educated can result in being ostracized. The influence of the University is very tangible in everyday life so much so that most children receive a basic education in the way of reading, writing, and mathematics with history being focused on the city itself. For children the education is free up until the age of twelve whereupon most go to learn trade skills following in the footsteps of their parents. Higher levels of education are encouraged for those who can afford it, indeed it is often a sign of status to be able to receive a diploma from the University in a particular field of study. While common folks often focus more on what is practical the wealthy either pursue more esoteric interests or send their children to be educated in a more refined manner.

Family- Family is everything in Zeltiva. To dishonor the family is to dishonor oneself and is the height of societal blasphemy. This mentality stems from not only necessity but tradition. Often times it is only through the support of one’s family that hardships can be endured. It is not uncommon to find large families living in close proximity to one another. Among the common folk entire neighborhoods can be very closely knit and families can have ties to one another stretching back several generations. The wealthy often house their families in a single large estate of which there are few. Children are expected to obey and honor their parents. Men and women share equal influence among their families.

Marriage and Relationships- Love and Marriage rarely go hand in hand in Zeltiva. More often than not marriage is used as a tool to solidify ties between families as a means of increasing prosperity. Love may come in time but it is not uncommon to find marriages that exist solely out of necessity. Arranged marriages happen frequently. Monogamy is what is publicly accepted with only a single spouse being legally possible. What happens behind closed doors however is best left there. That doesn’t stop gossip from getting around though. The attitude toward same sex pairings is largely circumstantial. If it benefits the family, if it increases one’s prosperity, then it is smiled upon anything else is considered a weird quirk that is tolerated but not necessarily accepted.

Wealth- In Zeltiva, the wealthy enjoy a very isolated lifestyle and the divide between wealthy and common is significant. Most of the wealth in Zeltiva is concentrated and either controlled by the government, a strong faction or one of the old and influential families that have resided in the city since Pre-Valterrian times. To the wealthy, life is business and pleasurable endeavors are only an avenue to increase the status of one’s business. Wealth is used to acquire more influence that one might acquire more wealth in an endless game of intrigue that boggles the minds of the common folk. It is possible to rise from the outskirts of Zeltiva society and acquire wealth but to do so takes time and skill, more than most commoners care to bother with.

An average citizen of Zeltiva could care less about the games played by the rich. Life is lived and appreciated with each passing day. While the everyday citizen might not live the life of affluence that the wealthy do they are not usually uncomfortable. Homelessness is not common and dilapidated structures are quickly torn down or refurbished. Land is something owned by the wealthy or the government and none of it is left to sit idly.

Diet- Food is precious. The average Zeltivan enjoys a diet that consists mostly of seafood. While other foods are available they are rationed out to the populace with the government keeping a tight hold divvying it out based on how many people reside in each household, how often they visit the regulated storehouses, what is taken and what is needed. Ration bundles consist of what can keep a person healthy and more exotic foods are expensive. They are not typically kept in large supply. While the wealthy can perhaps enjoy a broader variety in their diets even they are subject to quantity restrictions that not even large sums of money can circumvent lest rioting break out in the streets.

The one aspect of a Zeltivan’s diet that is not regulated is alcohol. Kelp Beer might be a cornerstone for commoners but imports from other cities are readily available. Wine might be a little more pricey than the beer but large quantities and varieties can be found in most establishments. As a result, alcoholism is a common occurrence.
Perplexity's Office Status

User avatar
Perplexity
DS of Zeltiva, Mod Privileges in Wildlands
 
Posts: 794
Words: 440795
Joined roleplay: July 11th, 2013, 11:59 pm
Location: Zeltiva
Race: Staff account
Office
Medals: 1
Featured Contributor (1)

[Zeltiva] A Closer Look

Postby Perplexity on February 8th, 2015, 3:40 pm

Zeltiva, A Closer Look


Government and Politics


Zeltiva is a city that has strong ties to Old Alahea where bureaucracy was the very definition of government. On paper the city can be considered to be very democratic in terms of who holds official power but to anyone in the know that couldn’t be further from the truth. Knowing who is who and one’s status is vital in maneuvering through Zeltiva’s politics. Laws themselves don’t often change but how they are enforced and interpreted is as clear as mud and subject to those interpreting them. The truth of the matter is that the city itself is actually run by separate factions that manage different aspects of daily life. The actual government of Zeltiva is little more than a game of prestige and influence put in place to appease the public. Its only real job is to ensure that the overarching systems continue to flow smoothly.

Lord of Council- The Lord of Council is a publicly elected official. The title has changed throughout the centuries depending on whims of society ranging from Lord Mayor to Governor but the function has always remained the same. On paper the Lord of Council is the executive entrusted with the authority to enforce and preside over all of Zeltiva’s affairs when the Council is not in session.

The reality? It is far more common that the Lord of Council is just a puppet. He or she is put in place to further the agenda of one of Zeltiva’s various political factions. The role is defined by its occupant. A strong, skillful politician could in theory become the city’s dictator. By using their individual power and influence they could dominate Zeltiva’s politics. This has only happened a choice few times in the city’s history since the Valterrian. Having such an individual in power is in the interest of none of the city’s factions as it decreases their own influence. Regardless, the single most insurmountable law in Zeltiva is that the Lord of Council must be elected every three years. While it is not uncommon for the title to be maintained for multiple consecutive terms in these instances the factions often come together to oust a particularly powerful individual.

The Council of Zeltiva


The Lord of Council might embody the government’s authority as a whole but the actual day to day matters of running the city are handled by the Council and its individual ministers. When Zeltiva arose from the ashes of the Valterrian the wisest men and women came together to chart the course of their people’s lives in the wake of such ruin. Each member is charged with maintaining an aspect of city affairs they are the only government officials not directly appointed by the Lord of Council and are publicly elected just as he or she is. However, more often than not the candidates for each position are backed by the faction that dominates that particular aspect of Zeltivan society.

When in session, the Council holds absolute and unquestioned authority over all of Zeltiva. It has the power to write new laws, rewrite old ones, overturn any and all decisions made by individual ministers, it can overrule the Lord of Council’s authority, it has complete command of Zeltiva’s navy and militia and has the power to seize assets based on the needs of the city. It is for these reasons that the Council is rarely convened. The factions of the city work very hard to maintain a balance so as to eliminate the need for convening a full session of the Council. That much power in the hands of a single body of authority makes all of them nervous. All councilors are referred to as either Councilor, Minister, or by the title of their station.

Chief Magistrate- The Minister of Justice is charged with the maintenance of Zeltiva’s laws. He or she presides over Zeltiva’s courts and has the authority to overturn decisions made in lesser courts should the matter be brought to their attention. He or she is often backed by the Navy.

Lord Treasurer- Charged with the maintenance of Zeltiva’s coffers, the Minister of the Treasury is entrusted with the authority to levy taxes based on the needs of the city. He or she is often backed by the Merchant’s Guild. It is common for this individual to hale from one of Zeltiva’s wealthy families.

Chief Ambassador- The Office of Foreign Affairs spends most of their time presiding over Zeltiva’s trade agreements and serves as host to various diplomats from around the world. As Zeltiva’s chief ambassador occupants of this position are often in correspondence with other figures of influence in other cities. They are typically backed by the Sailor’s Guild.

City Architect- Charged with maintaining the integrity of Zeltiva itself, the City Architect is most often one of the more skilled craftsmen in the city. He or she is the individual who sees to it that buildings, common spaces, and city property are well maintained. This individual is most often backed by the Artisan’s Guild and often doubles as the Guild Master.

Archivist- On paper the City Archivist is the individual charged with maintaining the spirit of the city’s culture. They see to it that official events are properly arranged, that the citizen registries are maintained, and that Zeltiva’s records are properly tended to. The present Archivist, S. Cartsmith hasn’t been seen in so long that many doubt they exist. This individual is backed by the University. Presently the function is carried out by the Head Librarian of the Wright Memorial Library. Several times she has been approached about simply assuming the role of Archivist but Lisaelis routinely turns it down and the University never offers up nor supports another candidate when elections come around.

The Factions


Zeltiva is home to many factions each with its own agenda. All of them exist in a moderately peaceful balance as they manage the aspects of Zeltivan life as they see fit. Disputes between the factions are common but mostly take place behind closed doors away from the public eye. Below is a listing of the notable factions within the city.

Major Factions


The Sailor’s Guild- The Sailor’s Guild provides for Zeltiva its lifeblood, trade. They are charged with the maintenance of the trade routes and the outposts maintained by the city along those routes. Their presence can be felt at every level of Zeltivan society and indeed the world.

The University- The Sailor’s Guild might serve as the body of Zeltiva but the University is its soul. No aspect of a Zeltivan’s life can be experienced without the ideals behind them being shaped by the University. Were it not for the University’s scholars the knowledge of old shipbuilding might have been lost, the techniques for navigating the seas using star charts would have perished with the Valterrian, when it all comes down to it much of Zeltiva owes its existence to the thinkers who walk the University’s halls.

The Navy- The Zeltivan navy is without equal in all the world. It is due to the efforts of Zeltiva’s navy that the trade routes so vital to its survival are kept safe. While the Sailor’s Guild might ferry the goods along those routes they do not police it. It is because of the Navy and its lesser components that the city and its residents are kept safe.

Minor Factions


The Merchant’s Guild- Considered to be a lesser component of the Sailor’s Guild, the Merchant’s Guild is specific to Zeltiva and its influence doesn’t extend beyond the city itself. The Merchant’s Guild is the collective representation of the merchants in the city. Together they decide the price of goods within the city though often they are influenced by the Sailor’s Guild. They maintain the city’s warehouses and see to it that businesses within the city are allowed to flourish in a fair and competitive atmosphere. They have a great amount of say in how the city spends the money placed into its coffers.

The Artisan’s Guild- Falling largely under the University’s influence, the Artisan’s Guild sees to it that the city itself is properly maintained. The guild also sponsors artists, sculptors, and craftsmen and women from all manner of specializations. It is not uncommon for more prominent members to also be associated with the Merchant’s Guild if they own a business.

The Guard- Both the Wave Guard and the High Guard are considered lesser components of the Navy as both organizations receive their training at the Naval facilities. The Wave Guard is charged with maintaining the peace around the city itself and is made up largely of a volunteer militia force who receive basic training. The Zeltivan High Guard is a much more specialized force and serve as infantry aboard Naval vessels alongside sailors. They are the men and women who protect locations of interest to the city’s government.

The Martial Society- A faction that is largely independent of the majority of Zeltiva’s politics they nonetheless hold a modicum of influence as they are respectable sell-swords.

The Temple of Laviku- Faith is very important to Zeltiva. Laviku is both protector and provider as the city owes so much to the God of the Sea, His clerics are exalted and revered as holy men and women.

Crime and Punishment


On paper the city of Zeltiva holds its citizens to a well defined set of laws that are designed to keep the peace. All citizens, including government officials, are subject to the purview of the law. As is often the case however, the law bends for those with the power and influence to bend it. For the common folk however the courts of Zeltiva typically prescribe to the following procedures in regards to law.

High Crimes


All major crimes are overseen by the Zeltivan High Court presided over directly by the Chief Magistrate of Zeltiva. Three magistrates sit in judgement wherein all trials are reviewed in the finest detail. The accused will always be represented by an attorney and will always been given lengthy amount of time to defend themselves in the eyes of the Law.

Treason- Crimes against the people of Zeltiva must be proven in a Court of Law beyond a reasonable doubt. Should the accused be found guilty then the punishment is exile to the depths of the Labyrinth of Time. Upon being released to the darkness of the Labyrinth the guilty shall be provided no torch, 10 ft. of hemp rope, rations to last precisely 5 days, and a dagger. If after a period of 4 seasons the guilty manages to survive and exit the Labyrinth, they shall be relieved of the use of their tongue. The guilty shall then be exiled from Zeltiva under penalty of death.

Murder- To include any component of the intent to commit murder as well. The accused must be proven guilty in a Court of Law beyond a reasonable doubt. Should the accused be found guilty then the punishment is exile to the depths of the Labyrinth of Time. Upon being released to the darkness of the Labyrinth the guilty shall be provided no torch, 50 ft. of hemp rope, and rations to last precisely 7 days. If, after a period of 4 seasons the guilty manages to survive and exit the Labyrinth, they shall be relieved of the use of both eyes. The guilty shall then be exiled from Zeltiva under penalty of death.

Theft of Food- The accused must be proven guilty in a Court of Law beyond a reasonable doubt. Should the accused be found guilty then the punishment is exile to the depths of the Labyrinth of Time. Upon being released to the darkness of the Labyrinth the guilty shall be provided with a single torch, 50 ft. rope, and no rations. If, after a period of 4 seasons the guilty manages to survive and exit the Labyrinth, they shall be relieved of the use of one hand. The guilty shall then be exiled from Zeltiva under penalty of death.

Rape- The accused must be proven guilty in a Court of Law beyond a reasonable doubt. Should the accused be found guilty then the punishment is exile to the depths of the Labyrinth of Time. Upon being released to the darkness of the Labyrinth the guilty shall be provided with a single torch, no rope, and rations to last precisely 7 days. If, after a period of 4 seasons the guilty manages to survive and exit the Labyrinth, they shall be branded in a not easily concealed place as well as just below the navel. The guilty shall then be exiled from Zeltiva under penalty of death.

Slavery- The accused must be proven guilty in a Court of Law beyond a reasonable doubt. Should the accused be found guilty then the punishment is exile to the depths of the Labyrinth of Time. Upon being released to the darkness of the Labyrinth the guilty shall be provided with a well of ink, a journal, a quill pen, no torch, no rope, and no rations. If, after a period of 4 seasons the guilty manages to survive and exit the Labyrinth, they shall be relieved of all their worldly possession and released into the Wildlands. The guilty shall then be exiled from Zeltiva under penalty of death.

Low Crimes


All other crimes not classified as High Crimes are tended to by the Magistrate who presides over the district wherein the crime took place. While rarely ending in penalties of death or exile, the punishment for Low Crimes is often time in the Wave Prison along with a fine appropriate to the magnitude of the crime. All accused are guaranteed the right to defend themselves in a Court of Law either representing themselves or by an attorney. While this is not a comprehensive list, these are example of the consequences one can expect.

Theft (General)- A fine proportionate to the item(s) stolen. 15 days within the Wave Prison. Time incarcerated can be increased or lowered with reasonable justification.

Vandalism- A fine proportionate to the damage done. 15 days within the Wave Prison. Time incarcerated can be increased or lowered with reasonable justification.

Disorderly Conduct- A small fine. If any damages were accrued then a fine proportionate to the damages shall be made. 1 day within the Wave Prison.

Smuggling- A high fine to be lowered or increased with reasonable justification. Smuggling is to be considered a Low Crime unless that which is smuggled falls under the purview of what can reasonably be considered a High Crime. 1 Season within the Wave Prison. Illicit substances include but are not limited to the following:

Perplexity's Office Status

User avatar
Perplexity
DS of Zeltiva, Mod Privileges in Wildlands
 
Posts: 794
Words: 440795
Joined roleplay: July 11th, 2013, 11:59 pm
Location: Zeltiva
Race: Staff account
Office
Medals: 1
Featured Contributor (1)

[Zeltiva] A Closer Look

Postby Perplexity on February 8th, 2015, 3:41 pm

Zeltiva, A Closer Look


Zeltiva and The Races

As a city, Zeltiva has seen travelers from all over the world at one point in time or another. The general public are not as quick to ostracize other races as might be the case in some other cities. This is not to say that the whole populace isn’t without their prejudices, they exist but the societal norm of Zeltiva is to be open minded albeit cautious. It is of great help that the University encourages the exploration and study of other cultures in the way of art, music, theater, philosophy as well as scientific pursuits.

Akalak- Akalak are not an uncommon sight at the docks of Zeltiva as the city trades with Riverfall on a fairly regular basis. The proud sons of Wysar and Akajia might find the city a little crowded and citizens would likely give the towering men a wide berth but their experience wouldn’t be unpleasant. If anything the worst thing an Akalak would suffer from would be constant stares or questions stemming from curious individuals.

Akvatari- Akvatari have been a regular presence in Zeltiva for quite some time. An Akvatari would be viewed as odd but given their generally non-threatening reputation and appearance hostility against them would be rare. They are a very, very welcome sight at the University and the likelihood of them being sought out by students and professors alike is high for their status as being prolific artists.

Benshira- The desert dwellers are not a typical sight in Zeltiva. They wouldn’t be treated any differently than your garden variety human. They would be particularly welcome in the halls of the Temple of Laviku for their spiritual insight and deep connections to Yahal. The Acolytes always enjoy a good theological discussion.

Chaktawe- Practically unheard of. Aside from the strange eyes the desert race of nomads might receive strange looks but for all intents and purposes would be treated like a human.

Charoda- Caution and slight distrust. Zeltiva has a long history of telling wild tales of creatures from the depths of Laviku’s realm. Given a Charoda’s very aquatic appearance they could be seen as offspring from the monsters that haunt sailor’s nightmares. A Charoda should exercise their best diplomatic skills to assuage public suspicion. All the same, the sea dwelling folk are not a common sight.

Dhani- With regards to their tendency to emphasize the “s” in their sentences, a Dhani could potentially pass through Zeltiva unnoticed in their human form. So long as they don’t go parading about in their Dhani form many wouldn’t cast them a second glance.

    Note- The Iyvess sub-race of Dhani are widely accepted in Zeltiva and warmly welcomed into the Temple of Laviku.

Drykas- A Drykas would be treated as any garden variety human would be. The horselords are not unheard of but given that Zeltiva isn’t exactly conducive to keeping a Strider healthy, they aren’t common.

Ethaefal- Given Zeltiva’s proximity to the sea, the city has seen a number of Ethaefal pass through from time to time. Most move on from the city to other places but they are treated as beings of wonder during their stay. As a result, stories have circulated through the city with this race often depicted as being heralds of good tidings. They are often followed by hushed whispers and given wide berths when they walk around in their Ethaefal forms. This is not from any malice but out of a mild sense of reverence. As such citizens are more likely to assault an Ethaefal with wide-eyed questions than with anything harmful.

Ghost- It is sad that famine and disease are a dark truth to Zeltiva. It is a terrible truth that is often glossed over or ignored. Ghosts arise in enough frequency that Spiritists are perhaps one of the only types of wizards encouraged to settle in the city. It is because of the frequency of this occurrence that horror stories of mad spirits have become part of Zeltivan culture. All ghosts are almost immediately treated as hostile. Any sightings prompt the timely summoning of a resident Spiritist so that they can be dealt with.

Human- The race that all others are compared to. They are the race that dominates the city in terms of populace. Men and women who have the potential to be loved or hated according to their actions.

Inarta- Very rare in Zeltiva, to the point that the general public aren't at all aware that there's a difference between being an Inarta and a normal human. With respect to that, they would be treated as any human would be as long as they could communicate effectively.

Isur- Not unheard of but rarely seen. Isur are praised for their brilliance in the way of craftsmanship. The general populace wouldn’t hold any hostility toward an Isur but the sons and daughters of Izurdin might be bombarded by curiosity. Isur would actively be sought out by members of the Artisan’s Guild and associates of the University in the hopes that something could be learned from them.

Jamoura- Zeltiva is perhaps one of the few cities in Sylira that actually has heard of Jamoura. Several of the gentle giants have attended the University. Their insight and wisdom is praised by scholars. The general populace however might have difficulty believing they’re anything other than very big animals upon first impression.

Kelvic- Very common in Zeltiva, the opinion about this race is mixed. There are those who believe they’re intelligent men and women deserving of equal treatment to that of humans. There are also just as many who believe that Kelvics are barely above the animals whose shape they can assume.

Mixed Blood- Most mixed blooded individuals are held in the same regard as the races they’re mixed with. There are exceptions though. It is largely circumstantial based on the individual.

Myrian- Zeltiva rarely sees Myrians nor would the populace welcome them very warmly. Through the experiences relayed by Kennabelle Wright and her crew the Myri blessed race is viewed as little more than savages if not outright hostility. Needless to say, a Myrian would face heavy amounts of prejudice in the city.

Nuit- Rare. Though there are exceptions the general populace would view Nuits with disdain. Skin stealers, the dead made to walk, figures of dark tales told at bed time. A Nuit is advised to move with caution during their stay in Zeltiva.

Pycon- Zeltiva is well acquainted with the Clay Folk. The little clay people are viewed mostly as odd by the populace. Because of their adventurous and curious nature it is common to see Pycon at the University or working alongside sailors in both the Navy and Sailor's Guild. Hostility toward Pycon is rare.

Svefra- The views on the Svefra culture are mixed. While Svefra could potentially be a common sight in Zeltiva many choose not to make their heritage widely known. The majority of the populace wouldn’t view a Svefra as anything other than a normal human. However, upon learning that an individual was indeed a Svefra the reactions range from utter loathing given their reputation for piracy or respect as those who give thanks to Laviku. More often than not however, a Zeltivan is inclined toward aggression or caution when it comes to Svefra in general.

Symenestra- Symenestra have been in Zeltiva but never with any frequency as to believe them a common sight. With that being said they are typically avoided by the general populace. Interactions would be polite but tense. A Symenestra might find themselves being observed by law enforcement from time to time. For the most part though, Zeltivans would much rather shuffle on their way avoiding eye contact.

Vantha- The children of Morwen have been seen in Zeltiva from time to time but they are uncommon. With regards to their rarity their ever shifting eye color would be a subject of fascination but they would otherwise be treated as most humans.

Zith- Killed on sight. If one is spotted, the authorities are notified and the immediate area surrounding Zeltiva is culled of any presence as soon as possible.

    Note- Half-Zith with a human parent are accepted in the city albeit cautiously.
Perplexity's Office Status

User avatar
Perplexity
DS of Zeltiva, Mod Privileges in Wildlands
 
Posts: 794
Words: 440795
Joined roleplay: July 11th, 2013, 11:59 pm
Location: Zeltiva
Race: Staff account
Office
Medals: 1
Featured Contributor (1)


Who is online

Users browsing this forum: No registered users and 0 guests