OOC Info A Closer Look

Zeltiva's Codex

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

A Closer Look

Postby Neologism on May 30th, 2019, 3:36 am

The Zeltiva Codex

Welcome to Zeltiva. This thread contains all that one needs to know about playing in Zeltiva, broken up into three main categories: About the city, about the people, and for the players. All information one needs on Zeltiva should be found in here, although if you find you have questions that cannot be answered using this thread, please feel free to PM an ST!

NPC Library
About the City⥼ About the People⥼ For the Player
    1 Player Rules
    2 Jobs, Wages, and Seasonal Experience
    3 Development and Guest Moderation
    4 More Links

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A Closer Look

Postby Neologism on May 30th, 2019, 3:52 am


Zeltiva is a maritime city on the eastern coast of Mizahar, known primarily as one of the last remaining fossils of the Pre-Valterrian Alahean Empire. It is a place of seafaring and study, its shipyard has built the fastest and most seaworthy vessels in the world, and its university boasts the largest library in Mizahar. Although the city was once the center of Alahean commerce, post-Valterrian it has adapted to surviving without the resources afforded to it by old colonies. Due to its reliance on trade, famine is common and the city’s population remains small as a result. Thus the city creates a unique atmosphere where two worlds collide: The wealthy elite whose money is old and focus is on preserving knowledge and furthering education, and the hard working class of sailors who keep the city’s resources afloat and serve as an impressive naval-based military force.

Zeltiva is currently divided into four quarters. Although there need not always be four quarters, and hasn’t always been, the borders of these neighborhoods vastly rely on the culture of the people who reside there, rather than land markers. Prior to the Djed Storm of 512, Zeltiva only had three quarters, but when refugees from Denval flooded in after the demise of their city, Zeltiva opened its arms to make a home for them as well.

Each quarter is almost its own community. The University Quarter is known as the heart of the city, where all the other quarters are able to mingle and mix and where the city’s government is found. The Ancient Quarter is home to the old families and new merchant money that have worked to separate themselves from commoners. The Sailor’s Quarter is home to most of the city’s hardworking population and is the seat of the Sailor’s Guild that keeps the city afloat. The newly adopted Denvali Quarter is unlike any other Zeltivan Quarter because all of its denizens yield from the lost city of Denval preserving a society that is unique to them within the city of Zeltiva.

University Quarter
The Mirahil Pass spills into the University Quarter, once named the Old Quarter. It is in the University Quarter that citizens can find Zeltiva’s beating heart. It is a mix of some ancient architecture that survived the Valterrian and has been reconstruction, such as the sights of the University Grounds, and it is also the sight of new and modern construction, seen in the shops and residencies found within. Here lies the seat of Zeltiva’s government, the famed West Street, and home to a majority of Zeltiva’s middle-class citizens. From entertainment to historical landmarks, the University Quarter has all manners of things you need, and some that you don’t.

University Campus

One of Zeltiva's most prized possessions is the famed University of Zeltiva. Nestled on the edge of the city and spilling out into the rest of the quarter is the well-groomed campus. Students and faculty meander about and call the campus home, taking advantage of its many resources to further their education and research. It is one of the very few places in all of Mizahar which teaches magic and skills in a formal structure and has a large responsibility for the city's prosperity and distinct culture.

West Street

Although not officially deemed its own quarter, West Street has a reputation of its own within the University Quarter. Without an actual market place, West Street has becomes Zeltiva’s home of business. While the Zeltivan government regulates the businesses here and danger is not common, the Miza is the unofficial law of the street. All manners of shops can be found here, serving the general public’s needs and more.

Sailor's Quarter
The Sailor’s Quarter is aptly named for the dominating presence of the Sailor’s Guild. It is here that Zeltiva’s connection to the sea is most prominent. Merchant and fishing vessels that serve as Zeltiva’s lifeblood port here, and is also home to the notorious East Street. Denizens of the Sailor’s Quarter are known to be hard workers, and anyone down in their luck knows that they can find work here, regardless of the season.

East Street

Considered the dark brother of West Street, East Street also serves as a commerce center for its Quarter. To those who are familiar with the neighborhood, they find drug holes, brothels, fighting clubs, and black markets. To those unfamiliar with the street they see a long avenue of less than favorable taverns, few shady shops, and houses with too many occupants. Wearing anything shiny on East Street is ill-advised.

Denvali Quarter
The refugees of Denval were welcomed into the city by the then Lord of Council, Maria Satterthwite, but as Zeltiva dealt with its own recuperation from the Djed Storm of 512, the Denvali were left to their own devices. They found themselves straddling the edges of the harbor and the hillsides that surround the city. In the few short years since they arrived, a ramshackle buildings of all colors and materials piled atop the hill were hurriedly constructed. As the remains of their beloved city sunk into the sea, they became more devote to each other and grew stronger as a community. The area itself is very much self-serving, with its own shops and businesses and tuber farms in the lower hillocks. Though their town has physically been erased from Mizahar, Denval lives on through its people.

Ancient Quarter
The section of the city where its beautiful Alahean roots are most prominently seen, the Ancient Quarter is home to Zeltiva’s wealthy citizenry. The stark contrast between rich and working class citizens is very visible here, and most shops and businesses found here are known to cater to the individual and charge a little more than anything one would find in the University Quarter. The Ancient Quarter is officially patrolled by the Wave Guard no more than the other quarters, although the presence of private guards and drivers ensures a elevated standard of safety found nowhere else in the city. This section of the city contains some of its most prized treasures…and darkest secrets.

Zastoska Mountains
The Zastoska Mountains have 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 valleys of the mountains. 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 Zastoska Mountains completely surround the outer edges of the city with only one known exit and entry point, the Mirahil Pass. The mountain range guards its secrets viciously and rewards only those who are strong of spirit, mind and body.

Original map descriptions by Perplexity.

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A Closer Look

Postby Neologism on May 30th, 2019, 2:29 pm

About The City
Prominent Races: Human (90%), Svefra (5%), Konti (3%), Charodae (1%), Other (1%)
Prominent Religions: Laviku, Priskil, Qalaya, Eyris, Gnora, Virates
Languages: Common, Fratava
Currency: Mizas

Zeltiva is a city of about 20,000 inhabitants, making it one of the larger cities in Mizahar. Most all of its residents are human, with a small percentage being drawn from nearly all the other races in Mizahar, without any one predominating. It exists within a curious combination of seafaring and study. Walking through Zeltiva's streets, you would be just as likely to see a sailor, as you would a professor.

Zeltiva is a wealthy, but precariously balanced city. Although Zeltiva's marine power is unmatched, their army is nonexistant, and they rely almost entirely on the city's protected location for defense. Despite the city's prominence, Zeltiva is essentially incapable of projecting any real power inland, and what territory beyond the mountains it once had has long since been appropriated by Lisnar and Sunberth.

On paper, the city is governed by a Lord of Council, who is elected by all adult citizens and serves a six-year term. In practice, however, this role is almost ceremonial, as nearly all power in Zeltiva is exercised by two groups that exist in an uneasy alliance: the three-member Administrative Committee of the Sailors' Guild, and the seven-member Board of Regents of the University of Zeltiva. The city's population is largely divided into mariners and academics.

Because the city contains almost no arable land, food shortages are common. Nearly all staples except fish and kelp must be imported, generally from Syliras, with whom Zeltiva has a cold, but generally stable relationship. The markets, which are often rationed, are essentially the only way to obtain food; Zeltiva has no public restaurants. It does have a smattering of taverns, but the only drinks available in them are water and a local concoction called kelp beer, the most generous description of which by a non-Zeltivan is that it is "an acquired taste."

Credit goes to Liminal.

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A Closer Look

Postby Neologism on May 30th, 2019, 2:32 pm

ImageNo place in Mizahar had been spared the effects of the terrible cataclysm that had so violently marked the end of an era. However, Zeltiva was relatively sheltered due to its protected geography, and is in fact nearly alone among major cities in Mizahar in having a quarter where buildings from the Royal period have been preserved and are still in use.

In the Royal period, Zeltiva had been the home of the Royal Navy of Alahea, a city of seafarers and shipbuilders. After the Valterrian, the Navy was gone, but some of the shipbuilding knowledge remained with the survivors. Over the next century, they painstakingly reconstructed their craft, and in doing so, are now known to produce the finest oceangoing vessels in the world.

As soon as they could, the Zeltivans began exploring the ocean once again. They re-mapped the coastline, and established trade routes with other, distant cities. Indeed, such has the commercial influence of the Zeltivans been that there are Zeltivan "colonies" scattered along Mizahar's coast, placed there as waystations for sailing expeditions. The Zeltivan sailor Kenabelle Wright was the first person to completely circumnavigate the continent of Mizahar, although nearly her whole crew was lost in the process.

Due to its dominance of the ocean, Zeltiva has become a hub of trade and higher learning. It remains something of a jewel of a city, inhabited by proud, sturdy people with an insatiable curiosity. The University of Zeltiva is one of the finest institutions of learning and home to the largest library left in Mizahar.

Credit goes to Liminal.

Geography and Climate
ImageTerrain in Zeltiva ranges from the high Zastoska Mountains that rings the city proper, to almost ten miles of narrow coastal plain. The high Zastoska Mountains include some of the most rugged terrain in Sylira. They average more than 6,000 feet in elevation, and are largely made up of limestone, granite, and marble as well as other miscellaneous sedimentary rock. Mathew’s Bay itself is surrounded by mountains up to 3,000 feet high, which plummet almost vertically into the sea. In the innermost part of Mathew’s Bay, to the west, there is a narrow strip of relatively even coastal plains where Zeltiva has been built. The portion of Mathews Bay that abuts Zeltiva's eastern end is sheltered from the waves and forms the best harbor in Mizahar. All incoming ships are funneled towards the port by the bay and mountains, reducing the chances of piracy in and around Zeltiva.

The area doesn't experience weather extremes because the eastern oceans cool the area in the summers and keeps the area warm in the winters. One thing the area does get a lot of is rain. Early fall is usually the wettest season. Most rainfall comes from eastern sea depressions that occur throughout the year and are particularly frequent and intense in the fall and winter. They can on occasions bring prolonged periods of heavy rain, and mild flooding is quite common as water comes down from the mountains to meet the Bay. Snow can occur later in the winter, and sometimes even early spring, although it is rare in these parts. Hail is relatively common, and is most common during the summer months. Summers are mild and warm, with heavy winds and more sunshine is seen to make up for what was not during the rest of the year. The more mountainous areas, receive barely any sunshine, although the city itself sees a little more. In winter the coastal city sometimes only sees a few bells of sunshine in a day. Fog is more common inland and on higher altitudes; mainly during winter and during the morning at times of high pressure.


Zeltivan architecture has a wide and diverse number of styles, which had evolved through the reconstruction of the city and through the many cultural progressions over the centuries since the Valterrian destroyed the old city. Although all architecture in Zeltiva uses local material, each quarter has a distinct flavor of style different from one another. And even within the quarters there can be wide variants of styles, such as the diverse and large University Quarter. The Zastoska mountains and forest surrounding Zeltiva lends a rich quarry full of marble, granite, and limestone which is used for making Zeltivan cement. Ancient buildings tend to be made of this warm colored granite, while the more expensive ones may even feature intricate marble carvings. Modern buildings also use the granite, although a majority of them are made up of the limestone cement, especially in the Denvali Quarter. Without the advanced technology they had had previous to the Valterrian, transporting such large quantities of stone became more difficult, so creativity and necessity lead to the use of the limestone instead. While wood is also abundant in Zeltiva, it is rarely used for buildings. This is both because of the perpetually rainy weather of Zeltiva making such a material erode quicker, but also because a majority of lumber that hails from the Zastoska mountains goes directly into the building of Zeltiva’s famous ships.

To start with the ancient architecture, old Zeltivan buildings are largely made with heavy columns and high ceilings. Large windows and ancient wood doors lend space to brilliant artists to carve intricate long-lasting detail into the wood and stone, creating truly spectacular pieces. Due to the weather, outside architecture is impressive alone, but inside is where one finds the true artistry of the ancient Zeltivan people. All ancient ceilings are covered with either detailed symmetric carvings, or beautiful murals spanning the whole of the ceiling. Walls are often painted with elegant nature scenes, and windows are tall and slim, allowing for light but not taking up the whole of the wall. Although due to time and storms, it is near impossible to find an original mural in any Zeltivan building, archaeologists have uncovered what they used to look like and artists have put their skills to use recreating or painting new murals in the same flavor.

Unlike the ancient architecture, modern architecture in Zeltiva often takes a majority of its inspiration from its old buildings. Necessity and modern technology scarcely allow modern Zeltivan architecture to simply copy the ancient architecture, although there are distinct similarities in the buildings of the old and the new. Although modern architecture uses the sturdy limestone cement, and even some of the same strains of granite which fed the architects of the Royal period, their buildings are significantly smaller. Rather than spreading out and taking up space, modern buildings often grow up, creating two to even four story buildings with a scant few rooms on each floor. Of course Mizahar knows only buildings of a few stories at most, Zeltiva has been known for having more of the taller buildings, a direct result of the massive amount of population fitting themselves into such a small space of livable land.

The Ancient Quarter is named so because a majority of their buildings are actually survivors of the Valterrian. Although most had to be repaired and adjusted after the catastrophic world-ending events, the Zastoska mountains managed to save a majority of the buildings or their foundations, giving ample inspiration for their reconstruction or simple repair. Any new buildings that have found their way into this quarter are heavily inspired by the ancient architecture, and some are only a few decades old, although look as if they had been standing for centuries. There are a scant few limestone cement buildings here, just as there are a scant few middle or lower class denizens here.


The University Quarter is the most diverse of the Zeltivan quarters, both in terms of people and architecture. Also saved from the Valterrian by the mountains, the University Quarter holds a host of ancient buildings in its borders, most noticeably on the University campus itself. Although some of the campus buildings were created specifically for the campus hundreds of years prior, a few have been adopted over time, reconstituting their use into something more modern. Although not part of the campus, the most famous example of this is the Lord of Council’s Office. Other buildings in the quarter have grown after the people of Zeltiva were able to find their feet and gather their city together once again. West Street is a direct product of this new construction, built partially of short granite buildings, and of tall limestone ones. Apart from the campus and West Street, it is a coin toss in the University Quarter on what was built prior to and after the Valterrian. Any space left between the ancient foundations was appropriated for modern buildings, creating an interesting architectural hodge-podge within the Quarter.


The Sailor’s Quarter is the closest to the docks and was largely completely destroyed by the Valterrian. As a result almost every building in this quarter is of modern architecture, however the quarter itself does not pale in comparison to any of the other Quarters. Built from the passion and dedication of the sailors of Zeltiva, the Sailor’s Quarter is a sight to behold in itself. Almost all of the buildings here are two stories, at least. The sturdy limestone cement is accented by the rich Zeltivan wood frames on doors and windows. The intricate carvings of the ancient buildings have been adopted to accent the doorways and ceilings of these smaller buildings, and the Quarter itself is slightly better laid out than other quarters within the city. Here is where a majority of trade is held and although not the most populous quarter, perhaps the busiest. As a result the main streets are equipped to handle two or three wagons at a time. There are a few impressive granite buildings here, such as the Guild Hall and Customs Office, which show off the majesty of modern Zeltivan architecture, and it’s marriage of creativity and necessity.


The Denvali Quarter has only sprang up within the last decade in Zeltiva. After the Djed Storm of 512AV, the city of Zeltiva welcomed the refugees of the far-off city of Denval, which found its demise in the storm. Although Zeltiva was already rather cramped, the city pulled together and cleared the forests of some of hilltops on the east end of the bay and created room for their Denvali brothers and sisters. Both Denvali and Zeltivans put in the work and love to create buildings and structures where the remaining population of an entire city could lay its head and call home. Almost every single building in the Denvali Quarter is made of the modern cement and are stuffed onto the hilltops creating a maze of tiny and vastly uneven streets. Still, the Denvali people did not find this quickly grown quarter depressing, instead they used bright dyes and paints to color the buildings a multitude of beautiful colors. As a result, those who sail into Zeltiva are always able to see the beautiful horizon of the Denvali Quarter, growing out of the hills as if it were a field of brightly colored flowers rather than buildings. Although docks span the whole coast of the city, with the largest and busiest being in the Sailor’s Quarter, there are still construction and builders working to carve out a part of the bay in which the Denvali could dock their boats close to home.


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A Closer Look

Postby Neologism on June 1st, 2019, 1:26 am

ImageAt best, Zeltiva’s government is confusing hodge-podge of political evolution forced to adapt to post-Valterrian times; at worst it is a wildly corrupt nest of backway deals and unprincipled practices. On paper the Lord of Council is the executive power of the city, entrusted with the nearly independent authority to enforce and preside over all of Zeltiva’s affairs with the consent of The Council of Zeltiva and the people. The Lord of Council can be male or female, but the title remains the same. The Council of Zeltiva is made up of three representatives, one from each district. There is a representative from the Ancient Quarter, the University Quarter, and the Sailor’s Quarter. Although the Denvali Quarter was deemed an official city district in the year 512AV, the bill to allow a representative to be elected has not yet been passed. Until then, citizens of the Denvali Quarter can only vote on electing the Lord of Council, and not a representative of their own.

Each Councilor and the Lord Councilor are elected directly from Zeltiva citizens by popular vote. On paper the Lord of Council retains all administrative power as well as jurisdiction over Zeltiva’s military and police force: The Wave Guard. The only balance to the Lord Councilor’s absolute authority is through unanimous vote by the Council. The Council’s primary purpose is to serve as advisers to the Lord Councilor, and if necessary can also hold cessation or veto his/her power under the circumstances of absolute mutual agreement that the Lord Councilor’s decision was not what is best for the city and its people. This structure was originally set with the expectation that Councilors would not be able to agree easily on halting the Lord Councilor’s decisions unless it was absolutely necessary. What they writers of this government did not anticipate was the influence of large factions and guilds within the city attempting to divert the source of power to themselves.

ImageIn reality the Lord of Council is nothing but a figure head. Over time The Council has used its veto and cessation power to its advantage by throttling the Lord Councilor’s authority so that he may not achieve anything that is not specifically approved by the Council. They use their position as official advisors to direct the Lord of Council in their favor. By working together the Council unanimously votes to hold a cessation which they will continue until the Lord of Council yields or the Council ultimately decides to veto the decision.

While the Lord of Council must follow strict rules to not be associated with any faction or be a member of any guilds, no such limits were placed on Councilors, as no one anticipated the Councilors having decision making power. While they technically do not, they have blackmail power which has become so commonplace in the government, it is all but written into the law. As a result, the Board of Regents and the Sailor’s Guild, two of the largest factions in the city, have elected positions in their leadership specifically for Councilors. It is almost guaranteed that the Councilor will be selected from these positions because it is expected that all members and supporters of the Sailor’s Guild or Board of Regents will vote for this pre-selected representative.

The Sailor’s Guild holds only one position in the Council, which is the Sailor’s Quarter Councilor, which is titled the Sailor’s Quarter Administrator within the Guild. However no Sailor’s Quarter Administrator has ever doubted they would also receive the position of Sailor’s Quarter Councilor due to the massive power of the Sailor’s Guild over the Sailor’s Quarter and the loyalty of the people . Almost all denizens of the Sailor’s Quarter are members of the Sailor’s Guild at some level, guaranteeing their vote to the Administrator whenever the election cycle requires it. Denizens of the Sailor’s Quarter who are not a member of or loyal to the guild will either choose not to vote or be bullied into voting in-line with the Sailor’s Guild, securing a stable election from the Sailor’s Quarter every cycle. Once elected the Sailor’s Quarter Councilor will always act in the Sailor’s Guild’s interest so long as it is possible.

ImageThe Board of Regents holds two positions in the Council, which are the Ancient Quarter Councilor and the University Quarter Councilor. These positions are less guaranteed in comparison to the Sailor’s Quarter Councilor. The first unstable seat is that of the University Quarter Councilor. While the University Quarter is not the largest district, it is the most diverse and therefore holds many more opinions and significantly less loyalty. The University has a heavy influence on these citizens, but they are not as predictable as the Sailor’s Quarter is to the Sailor’s Guild and there is a slim chance they will elect a person who does not also hold the position of the University Quarter Regent. In cases when this happens, the Board of Regents is often quick to elect the University Quarter Councilor into position of Regent of the University Quarter, in order to secure their interests in the Council.

The other position that belongs to the Board of Regents is the Ancient Quarter Councilor. The Ancient Quarter has no dominating faction to owe it’s alliances to, and although the Ancient Quarter is the smallest populated district of the city, it is made up of many old families that have deep-rooted loyalties to the Board of Regents. As a result they are known to vote in-line with the Board of Regents on the security that the Board of Regents will operate in their interests. There has been few instances of the Ancient Quarter voting outside of the Board of Regents, usually in a show of power to remind the Board of Regents that the Ancient Families are also political players who choose to give their vote to the Board of Regents. There have also been instances of the Ancient Quarter voting for a Regent other than the Regent of the Ancient Quarter, which often causes a reshuffling of Regents within the Board.

ImageThe Denvali Quarter does not currently have a representative and so while they are a legal district with the right to vote, there is no seat on the Council for them to vote into. While they are still allowed to vote for Lord of Council, they are just as aware as everyone else that the Lord of Council has no real power. Since denizens of the Denvali Quarter cannot vote in the other Quarters and so their voices often go completely unheard, discouraging many from participating in government in any form.

Because of the necessity of a unanimous vote in order for the Councilors to have any power, there remains an uneasy alliance between the Sailor’s Guild and the Board of Regents. They share a similar goal of taking power from the Lord Councilor, but their individual interests vary greatly and so often involve long cessations with seasons of negotiating over the benefits of a decision to each Quarter. The corruption has required them to work together and compromise between them when necessary in order to get what they need from the Lord of Council. It is, however, commonly accepted that the Wave Guard will only follow orders advised to the Lord Councilor by the Sailor’s Guild Councilor.

Re-election Cycles
⥼ Lord of Council: Public election every 6 years. Next: Spring 524AV.
⥼ Councilors (3): Public district elections every 4 years. Next: Spring 520AV.

Justice and Laws

ImageOn 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 all government officials, are subject to the purview of the law. Criminal law is overseen by the Wave Guard. There is no traditional court in Zeltiva, as the laws and punishments are meant as a way to enact revenge upon those committing the crime. According to the Zeltivan Psychie, a crime is considered an assault on the community rather than the individual. The Wave Guard are strict and firm with their enforcement and as a result the people stay largely in line, with the only deviations occurring in the notorious East Street where the Wave Guard will not go, and in Quarters that do not allow the Wave Guard. It is not unheard of for someone to be wrongly accused and punished, but as the Wave Guard requires proof of crime, this is rare.

When a criminal does commit a crime which comes to light, jurisdiction is usually claimed immediately by means of domain. On paper all instances of broken law are meant to be overseen by the Wave Guard, and for the most part all crimes do go to the Wave Guard. Most of the city is patrolled by the Waveguard, who exclusively support the views of justice propagated by the Sailor's Guild. However, the Waveguard and Sailor's Guild’s jurisdiction does not go as far as one would think. Uniformed Guards are not welcome on the University grounds, they are the minority to the private hired guards in the Ancient Quarter, will not go to the Cemetery or East Street, and are unwelcome in the Denvali Quarter, which severely limits their true influence over the city's domestic defense. They still reign over the harbor and address any and all foreign threats to the city. As a result, although the Wave Guard has authority on paper, each of these domains maintains and enforce their own unique form of justice where the Wave Guard is absent.

The Sailor's Guild and Waveguard practice the most traditional form of justice in Zeltiva, that which is written into law. The removal of body parts, branding, hard labor, and public executions are not terrifyingly common, but usual enough to deter most crime in areas that the Wave Guard patrols. Though they exercise self-defense readily, official execution is reserved exclusively for the most blatant slayers and of course for those that conspire to undermine the official political structures of Zeltiva. And, as in all cases of execution in Zeltiva it is done with a cold announcement of the crimes and resulting punishment, but is ultimately done behind closed doors in the simple manor of hanging.

The University takes a much more personal approach to justice. Though the Reagents have no official law enforcement, and little capability to pursue more heinous crimes, they have a knack for accomplishing that which they desire, and for deterring criminals from transgressions on their campus. Petty crimes such as vandalism are often met with a public fine, but anything beyond that can range from expulsion, blacklisting, and for truly heinous crimes, a quiet disappearance. Crimes that happen on the grounds of the University, but for which they choose not to punish involve things such as rape and slavery, in which case the Regents will hand the criminal over to the Wave Guard. Ultimately the reigning Regents control the resources responsible for protecting the University grounds, as well as how those resources are used, and the Wave Guard stays out of their way. Still, University jurisdiction only extends to the actual campus, so all other parts of the diverse and populous University Quarter are under the Wave Guard's protection.

The cemetery grounds are the most overlooked of all the jurisdictions, even in comparison to East Street, but those that try to commit a crime in the cemetery are never seen again. Many fear the ghosts that plague this land, and even the Envoyers who protect it. Compiling information on their specific view of justice remains difficult since there are no convicts to question about the process of judgement, and few people venture in to witness it. One is generally advised against committing any crime in this domain.

East Street is found in the Sailor’s Quarter and so one would think would be just as patrolled as the rest of the Quarter, since it is the home of the Wave Guard. It is the only cutthroat and devious part of the city, however it is physically very small, and one of the few places the Wave Guard does not actually patrol. Instead, a guild of hire-swords called the Martial Society keeps the street relatively sane, at least enough to not attract attention from the Wave Guard. But since the Martial Society and the Wave Guard exist in a tense agreement of trust, the Martial Society is largely left to secure the notorious East Street on their own, allowing East Street to prosper almost independently from the rest of the Quarter. Still, if the Martial Society were to ever let East Street get out of control, the Wave Guard has been known to flex their power a bit to push them back into place.

The Ancient Quarter is still patrolled by the Wave Guard, although they are not the domineering force. The ancient families of the quarter are known to employ their own private guards, whose sole and only priority is the protection of their families. This also means covering up the crimes of those who belong to these old bloodlines, but this is often expected of the wealthy, and so not thought of as much. As a result transgressions against a specific family are often dealt with quickly and silently by their private guard. Although a few attempt such things, few return or even make it to the Wave Guard’s jurisdiction for legal city punishment. Once one is captured by the private guards, they dream of falling into the Wave Guards custody, no matter the punishment. The Ancient Quarter’s private guards are happy to turn over petty crimes and public disturbances, but the Wave Guards almost never see one who commits a crime against an ancient family.

The last of Zeltiva's notable jurisdictions is the Denvali Quarter, which has been unofficially entrusted with maintaining their own governance. Although the Denvali were welcomed into Zeltiva, they were never properly assimilated into the government or the culture, and so the Quarter provides many things for itself, including justice. So, those who are not prepared to confront traditional Denvali law should not trespass in the domain, because the Wave Guard will not enter them, and the Denvali will never turn a criminal over to the Wave Guard. Unlike the understanding that the University and the Ancient Quarter have that the Wave Guard retains shadow jurisdiction, the Denvali Quarter does not care for such political plays. However, if one escapes the Denvali Quarter they are theoretically safe from punishment, as long as they do not return.

Intentional murder is punishable by death.
All slaves are considered free as soon as they enter the Wave Guard’s jurisdiction, regardless of origin. Slavers will not be compensated for the freedom of slaves. Contracted service must be overseen by the Lord of Council, otherwise they will be invalidated.
Rapists will have the tip of their nose removed. Thieves of food will have their tongue removed and will no longer be able to receive ration chips regardless of visa or citizenship status. Thieves of things other than food, harassers and abusers, smugglers, and trespassers will receive a sentence of hard labor appropriate to the severity of their crime. Repeat offenses will require more severe punishments up to and including death.
The Wave Guard has the right to use reasonable means to put public riots, vandalism, and unofficial duels to rest.
In instances of war with foreign states, all eligible citizens between the ages of sixteen and twenty-six will be drafted into the Wave Guard for mandatory service.
All children under the age of sixteen (regardless of parent’s eligibility) and citizens that hold a job/have a sponsor are guaranteed a ration chips during famine. Visa holders who hold a job/have a sponsor will also receive ration chips but in the event of not enough resources, they can be revoked to reserve enough resources for citizens. Visa holders that acquire citizenship during a famine will get their ration chips returned in-case of this event.
All citizens may vote for Lord of Council. Citizens of the Ancient Quarter, University Quarter, and Sailor’s Quarter may vote for a citizen of their respective district to represent them as a Councilor on the Council of Zeltiva. The Council of Zeltiva’s primary duty is to advise and assist the Lord of Council.
The Lord Council retains all administrative power as well as jurisdiction over Zeltiva’s military and police force: The Wave Guard. The Lord of Council will remain neutral by not associating with any factions or guilds prior to or during their time in the seat.
The Council of Zeltiva cannot propose or make decisions on their own and may only advise the Lord of Council. Only by unanimous vote may the Council of Zeltiva intervene on the Lord Councilor’s decisions to either hold cessation until the decision can be amended or to veto the decision all-together.
All residents of Zeltiva are guaranteed freedom of religion so long as their worship does not endanger the city or its people.
All residents and visitors are subject to Zeltiva law, regardless of prior knowledge of the law.

Wave Guard

⥼ History and Overview
Before the Valterrian, Zeltiva had been the home of the Royal Navy of Alahea, a strong and capable power. After the Valterrian, the Navy was gone, but some of the sailing knowledge remained in the minds of the survivors. When the Zeltivan people were able to return to the surface again, they saw a necessity for a military power that was on sea rather than land. Due to the isolation by land from the Zastoska mountains, Zeltiva needed to venture into the sea to protect itself and to bring food and resources in. As a result, the Wave Guard was formed.

Originally the force started as a loose grouping of volunteer sailors who loved their city enough to wish to protect it. Anyone who could hold a sword was welcome to lay their life on the line for nothing in return but the safety of their people. As Zeltiva came into its own, the Wave Guard progressed into a small faction made of volunteers and funded by its own members. But as the Zeltivan government began to reconstruct itself, the need for the Wave Guard grew. It became the official military of the city, patrolling both land and sea against threats domestic and foreign. Although technically under the jurisdiction of the Lord Councilor, it is well known that the Guard followed direction by the Sailor’s Guild. Still, it does its job on keeping the city safe and maintained, and so there has been little issue with the deviation of jurisdiction thus far. It has been a long time since the Wave Guard was a ragtag group of volunteer sailors loyal enough to put their lives on the line for their collapsed city, and now the Wave Guard is the most powerful navy in Mizahar.

The Wave Guard is based out of Mathew’s Keep. With funding from the Sailor's Guild and the assistance of architects from the College of Applied Skills, the Guard established itself as a force all its own in the year 395 AV when the building was completed. From that day onward additions and subtractions were made as need be, changing with the times much like the Guard itself. Regardless it remains to the day a sign of Zeltivan law and a place wherein the Wave Guard carries out the day to day duties of the enforcement of those laws.

⥼ Uniforms
ImageThe Wave Guard wears a simple uniform that is widely known and recognizable in Zeltiva. It has been modernized in the past sixty or so years and now features gold details and buttons, which is a clear representation of how much the Wave Guard is in the Sailor’s Guild’s pocket. The base uniform is Navy blue pants with gold detail and a simple white shirt, with sturdy long leather boots, and a Navy blue jacket with the same gold detail that is meant to remain buttoned at all times on duty. Guards wear traditional gold epaulets and one to four gold lines across their chest to show rank. Recruits do not wear bands, Guards wear one, Lieutenants wear two, Captains wear three, and Admirals and the High Admiral wear four. The High Admiral wears the exact same uniforms as the Recruit with the only difference being the number of gold bands across their chest. This is meant to uniformity and cohesiveness of the Wave Guard along with simply being more practical than wearing so many jewels and metals as was traditional before the Valterrian. Guards are also permitted to wear light piece armor such as rerebraces, vambraces, breastplates, cuisses, greaves, helms, etc. Full armor is not permitted during peace time due to the Wave Guard’s focus on patrolling the city most combat will be done hand-to-hand, when necessary. They wear a simply utility belt with the melee weapon of their choice and can wear a shield or range weapon on their back. Men and women wear the exact same uniform, and after Recruits, all Guards have their uniforms fitted to them.

⥼ Organization
The Wave Guard is both the police and military force, and so even during times of peace is a relatively large force. The Wave Guard was set up so that it may expand and contract as necessary in order to maximize effectiveness. Currently Zeltiva exists in times of peace and so the Wave Guard only contains one fleet, which is about 750 Guards, 15 Lieutenants, 3 Captains, and a High Admiral. The breakdown of the Waveguard’s organization is this:
    Wave Guard (All) ⥼ Fleet (3 Squadrons) ⥼ Squadron (5 Tasks) ⥼ Task (50 Guards)
With the exception of those ranks specifically identified all members are held to equal standing and are known as Guards. The pay is not the most glamorous; however Guards are held to a high standard and compensated appropriately in the eyes of the Council. The ranking in the Wave Guard is broken down into High Admiral, Admirals, Captains, Lieutenants, Guards, and Recruits.

Rank Description Requirements Wage
High Admiral The highest position in the Wave Guard. The High Admiral is in charge of Zeltivas entire naval and guard force. During peace times, the High Admiral also retains command over the single active fleet and authority over all rankings below them. Acquired through RP 70 gm/day
Admiral An Admiral is in charge of a single fleet. There is no maximum to how many Admirals the Wave Guard may have, although during peacetime, there are no Admirals because a single Admiral will automatically be promoted to High Admiral. Admirals have authority over all rankings below them. Acquired through RP 60 gm/day
Captain Captains are in command of Squadrons. There are a maximum of 3 Captains per Fleet, and they are in command of Lieutenants and have authority over all rankings below them. L3 Guard Skills, L2 Leadership, L1 Tactics, Acquired through RP 30 gm/day
Lieutenant Lieutenants are in command of Tasks. There are a maximum of 5 Lieutenants per Squadron, and they are in command of all rankings below them. L2 Guard Skills, L1 Leadership 15 gm/day
Guard Guards make up the bulk of the force, and due to the simple ranking system, are very capable. The Wave Guard holds all its members to a high standard and are constantly training to ensure the guards can be better. L1 Sailing, L1 Weapon, L1 Unarmed Combat 7 gm/day
Recruit Recruits are Guards who do not yet belong to a task and are meant to focus on the building of their skill. Recruits can be any age, but have not met the skill requirements for a guard and thus require more training to be inducted into the force. Recruits are primarily under jurisdiction of senior Guards but can also be assigned to Lieutenants or any ranking higher. L1 Sailing, Weapon, OR Unarmed Combat 3 gm/day

⥼ Joining the Wave Guard
Becoming a Wave Guard is a capable and honorable career goal. The requirements are a little stricter than a civilian job, but it is one of the most secure and rewarding jobs one can find in Zeltiva. Wave Guards earn the respect of all Zeltivans, the reputation of their title within the Guard, and the camaraderie and support of their brothers and sisters within the Guard.

To join the Guard one must possess a minimum of Novice proficiency in Sailing, Unarmed Combat, and a Weapon of their choice. Recommended weapons are swords, spears/tridents, and bows, although all weapons are welcome. Other useful skills such as Blind Fighting, Wilderness Survival, Camouflage, and Tactics: Military, are welcome but not required. Guards must also pass an initiation test given by a Lieutenant where their skills and knowledge of Zeltivan laws and morals are tested. This thread can be self-moderated with permission from a storyteller.

Once one is initiated into the Guard, they are required to live at Matthew’s Keep for a minimum of thirty days to go through the recruiting process. Even if they have met the skill requirements, the recruitment process is meant to build character, teamwork, and resolve as well as train one for the necessary skills to become a guard. Recruits stay here anywhere from the minimum of thirty days to a maximum of a season. If one does not learn the skills necessary in one season, they are not appropriate material for the Wave Guard and will be sent away without the ability to reapply. Most Recruits average two-thirds of a season before they are promoted to full Guard.

Promotion through the ranks is possible and recommended for PC Guards. In order to be promoted to Lieutenant, a Guard must possess the skill requirements and PM a storyteller for permission to self-moderate the thread. Any ranking above Lieutenant will require the skill requirements and a moderated thread from a Storyteller.

Guards are expected to complete two job threads each season in order to remain employed by the Wave Guard. Failure to do so will result in immediate expulsion. Guards who have been expelled from the Wave Guard are allowed to apply to return only once before they may not be employed by the Wave Guard any longer.

Ivory Heart Zintila The Constellations The Shinya
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A Closer Look

Postby Neologism on June 1st, 2019, 1:33 am

Board of Reagants
Coming Soon.

Sailor’s Guild

Coming Soon.

Martial Society

⥼ History and Overview
Zeltiva has long been a hub of trade in the Post-Valterrian world of Mizahar. Even before the Valterrian, the city saw an influx of traffic from the seas. Its status as a harbor for all walks of life has fostered in it a more tolerant attitude toward outsiders than one would find in most parts of the world. In recent times however that tolerance has been stretched to its limit. Nevertheless, where people gather there is conflict. Where there is conflict there will always be those who strive to capitalize on that conflict. The Martial Society was established by citizens who wanted to make use of that philosophy and it has trudged on ever since.

Those who care to delve into the Archive’s Building would find that the Martial Society was first convened on the 18th of Winter, 187 AV. Initially it was nothing more than a group of brawlers who did not entirely agree with the rigid duty of the Wave Guard and refused to sign up for life in the Zeltivan military. Indeed the original name of the Martial Society is listed as “The Voracious”. As The Voracious, these group of mercenaries did little to make a name for themselves. They accepted odd jobs of questionable nature that involved a great deal of risk for very little reward. The political mindset of the city at the time allowed for the exploitation of many small mercenary and military factions, one of which grew into the Wave Guard, that attempted to rise up in the early days after the Valterrian.

It was not until the arrival of Marshal Ulrich Sevellun that the Voracious began to make a name for themselves. In the Fall of 313 AV, Marshal Sevellun assumed command of the ragtag group determined to change things for the ailing group of fighters. Having previously served in the Zeltivan Navy he was a man with prior military experience, but he left after a career of distinguished service. Not satisfied with life as a civilian, he signed up with The Voracious and quickly made a name for himself. Under Marshal Sevellun’s leadership the Voracious began a strict regime of training ranging from weapons training, strategy, sailing and even some basics in law and how to work political systems. Within ten years the Voracious lived up to its name and essentially gobbled up the competition either through tactful political maneuvering or simply absorbing the members of opposing mercenary factions.

In 327 AV Marshal Sevellun officially changed the name of the mercenary group to the Martial Society of Zeltiva feeling that a new beginning was on the horizon for the private mercenaries. From among his subordinates he chose his successor and after drafting the Society Charter he stepped down passing command on to another. From there the Martial Society has prospered becoming the only real sellsword presence in the city. Their choke hold on issuing freelance contracts to mercenaries in the city of Zeltiva remains unchallenged to this day. Although the Martial Society is arguably older than the Wave Guard, the Wave Guard is the official Zeltivan force of law. Thus the two factions exist in a precarious balance of acceptance without trust, but for the most part the Wave Guard does not interfere with private hire Mercenaries working for the Martial Society.

⥼ Philosophy
The Martial Society of Zeltiva prides itself on being the model for mercenary work in and around the city. While membership with the actual society is not required for anyone seeking mercenary work in the city it is highly frowned upon to attempt to forge contracts not funneled through their office. It is well known that a majority of the private Guards in the Ancient Quarter and University come from the Martial Society. The Martial Society accepts people from all walks of life whether they are a disciplined warrior or a hot-headed brawler. If you can fight, if you’ve got the strength and skill to see a task through to completion then they will see that you’re hired. Still, there are a few things that they tend to enforce around the city.

    1. Harassment of upstanding citizens of Zeltiva is expressly forbidden.
    2. Stealing from those who petition the Society is not tolerated.
    3. A modicum of professionalism is expected from all affiliates of the Society.
    4. Members will receive payment from the Society and the Society alone. They shall not seek further compensation from petitioners.
    5. Members of the Society are expected to perform their duties in a timely and efficient manner.
    6. Members are expected to comply with and show respect to the Wave Guard.

Beyond that, members of the Martial Society are expected to obey the chain of command and pay a due each season to maintain Society facilities. While there have been times in Zeltiva’s history when city authorities became nervous about the power the mercenaries might possess this is always allayed simply because the Martial Society offers its loyalty to the highest bidder. Beyond that, the Society has no political agenda.

⥼ Organization and Joining
The Martial Society does not have an exhaustive chain of command. Mostly the leadership of the Society is left in the hands of the Marshal with a few close and competent individuals assisting him. It is rare for the Society to be called upon in full force to the point where a rigid hierarchy is needed. Largely the pecking order is established based on merit and the skill of the individual. However, there are a few ranks that one can achieve if only to have a title on a piece of paper. Without fail though, all members are expected to obey the Marshal or face punitive action.

    Marshal (40 gm/day): The Marshal of the Society is the field commander, administrator and facilitator of the Martial Society of Zeltiva. They are charged with maintaining the Society’s reputation, enforcing Society bylaws, and keeping the Society in tip-top shape. The responsibilities of the Marshal are many to the point where it is uncommon for the Marshal to accept contracts themselves. While these responsibilities can be delegated it is not a common occurrence. Marshals do not pay dues.
Primary Offensive Weapon (Choice): Master
Secondary Offensive Weapon (Choice) or Unarmed Combat: Expert
Leadership: Expert
Miscellaneous Skills (Tactics, Politics, Law, Intelligence, Organization – pick two): Competent

    Captain (20 gm/day): Captains are put in place to lead advanced missions requiring a group of mercenaries. There are typically only a handful of these in the whole of the Society. When not on missions their duties often involve assisting the Marshal in the administrative tasks of ensuring the Society is well maintained. It is not common for there to be more than three or four Captains in place at any given time. Dues are 100 gm/season.
Primary Weapon Skill (Choice): Expert
Secondary Weapon Skill (Choice) or Unarmed Combat: Expert
Teaching: Competent

There exists no definitive hierarchy beyond that within the Society as the rest of the association decides its pecking order based entirely on skill and merit. The more capable the mercenary, the more respect they command.

The Martial Society does not require exclusive membership for those wishing to enter a contract with petitioners. Membership does have its perks though. Members of the Society are granted access to the Martial training facility, a forge where repairs can be made free of charge, discounted weapons and armor and the guarantee that upon accepting a contract with the Society that payment will always be made in full. These benefits come at a cost however. Members are required to pay dues to the Society on top of their Living Expenses. The dues are arranged based on the capabilities of each individual mercenary. The more capable the member, the more advanced missions they can accept, the higher their dues. Additionally, the Martial Society mandates that all of its members maintain a certain standard of living. It pays its members well and it will have them maintain their skills, their bodies and their minds in pique condition so that its reputation is maintained.

    Mercenary, Advanced (7 gm/day): Distinguished in the Martial Society, advanced mercenaries are typically on track to acquire a leadership position as they are acquiring the skill and experience to train and direct other mercenaries. The jobs these individuals are called upon to do are often dangerous and potentially life-threatening, and at this level mercenaries may also be called out to travel for jobs, representing the Martial Society outside of Zeltiva. Base pay is 7 gm/day, must possess two Weapon skills and the Tactics skill, or one Weapon skill, Unarmed Combat, and the Tactics skill. Dues are 75 gm/season.

    Mercenary, Intermediate (5 gm/day): Intermediate mercenaries are beginning to get better perks for being a part of the Martial society. Jobs here are more widely available and the Society pays a little better for their completion. Most mercenaries reach this level and do not progress into leadership positions. In exchange intermediate mercenaries are meant to show greater skill and adaptability to working in groups in order to complete missions. Base pay is 5 gm/day, must possess two Weapon skills, or one Weapon skill and Unarmed Combat. Dues are 50 gm/season.

    Mercenary, Basic (3 gm/day): Basic mercenaries have the hardest time finding jobs. The Martial society prides itself on quality work, and is often hired by some of the more wealthier denizens of Zeltiva, so members who do not have the skill to match the Society’s reputation are often left without. Such missions do not pay much and are hard to acquire, making a very competitive atmosphere among basic mercenaries. Base pay is 3 gm/day, must possess a Weapon skill. Dues are 25 gm/season.

Members who fail to pay their dues will find that their wages are garnished to make up the difference. Continued failure to pay dues results in expulsion from the Society and re-entry is completely at the determination of the Marshal (PM an ST). If re-entry is granted then the mercenary starts from scratch all over again sitting on probation for no less than a year before full reinstatement is granted.

Original concept by Echelon. New concept by Perplexity.

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A Closer Look

Postby Neologism on June 1st, 2019, 2:11 am

The University of Zeltiva Student Handbook
After the Valterrian much of the knowledge and centers of education in Mizahar were lost as civilization was thrust into a dark age. Due to its isolated geography Zeltiva was able to better weather the storm, though much of what had existed in the city before the Valterrian was lost. Amidst the ruins of the city some structures survived, one of which was the now known Wright Memorial Library. It was around these ruins that a new center for education was created, the first foundation for the University as it stands today.

For the first century after the Valterrian, there was no University. As the people of Zeltiva slowly began to recover from the Valterrian, community formed to share practical skills that were necessary to the survival of this new Zeltiva. After the second century, this community of skill-sharers was able to create a semblance of structure to teach necessary skills to future generations. It is in that mentality that the roots for the College of Trade are seeded. As Zeltiva began to recover their lost shipbuilding knowledge and venture into the ocean that kept them alive, the College of Navigation formed in an effort to better spread these skills to their people. Soon, education in Zeltiva began to experience a shift.

This community of educators was slowly able to rediscover knowledge and wished to preserve their new history, creating a mentality of preserving that knowledge, which persisted until the College of Scholars was created. Magic was slowly brought into the curriculum and mages attempted to create a safe environment for wielders of djed to call home, creating the College of Djed. The College of Trade has always thus been the largest, with the College of Navigation following closely in its wake. The College of Scholar's and the College of Djed were formed shortly after, being the smaller of the four but no less prominent. This is what is now known as the University today.

As the University grew and formed into its own, it created and held power within the new and loose Zeltivan government. Although the University was not the only faction growing with the new Zeltiva, and as the Sailor’s Guild created and held onto power of their own, a tense rivalry began to form between the two factions. Today the University shares its power over the corrupt Council with the Sailor’s Guild, and has become one of the most influential factions in Zeltiva. Alongside the incredible navy of the Sailor’s Guild, the University has built an impressive reputation as the greatest modern institution of knowledge in Mizahar.

How It Works
⥼ Classes occur once in a five day cycle, starting from the first of the season, with the exception of city holidays.

⥼ Many skills require hands-on experience, and not all classes can be hosted on campus, such as sailing, or in a lecture hall, such as pottery. Classes can be held in lecture halls, studios, workshops, labs, etc. per the Instructor’s preference and the University’s availability, in order to best benefit the student.

⥼ Class size, with the exception of the College of Djed, tends to average at 5-10 students. A class will never exceed 15 students.

⥼ Students between the ages of six and twelve are given free tuition to certain classes, as they are considered necessary skills for the general populous, and will be provided if parents are unable to teach them. These classes are separate from paying classes, as they are catered for this age group and meant to teach basic literacy and survival skills: Writing, Mathematics, and Food Preservation. Illiterate citizens over the age of twelve can also appeal to receive free tuition to these classes, for the same reasons.

⥼ There is no concept of ‘pass’ or ‘fail’ in character. Classes are adjusted to the skill of the students who have enrolled, and the students learn what they are able to from the Instructor. Students are expected to learn at different rates, and can take a class as many times as is necessary for them to learn the information they need.

⥼ A class which requires a pre-requisite, means that the student must already possess the pre-requisite skill(s) in some capacity, unless otherwise specified, either through taking said class, or through other means. The student is not required to take the class of the pre-requisite skill.

⥼ If you do not use the classes that you signed up for, you are eligible for a refund so long as attendance or use of those classes have no been mentioned IC.

University Laws
⥼ All Zeltivan laws apply
⥼ Abusers of magic will be apprehended and held in the Asylum until they are deemed safe enough to return to society, or must be surrendered to the Wave Guard.
⥼ Students and Instructors are considered representatives of the University, inappropriate or illegal behavior enacted on or off campus will result in suspension or expulsion from the University.
⥼ Absences from three or more classes will result in expulsion from that class, without refund. If a student is expelled from a class for absences, they will be allowed to retake the class the next season.
⥼ If at any point during the season a student fails to meet University Housing requirements, they will be fined and expected to vacate their apartment within thirty days.

College of Trade
The College of Trade is the largest and most attended of the University's four Colleges. The College teaches a number of trade skills that are useful in everyday life and often many a craftsman will take on graduates of the College for their training. Naturally being a generalist trade school some talents receive more attention than others, though the sheer plethora of skills one can learn here is staggering to say the least. It is no substitute for real experience in the field, but one can find their foundations in this college, and often paths towards proper apprenticeships as well.

Students at the College of Trade are of the most diverse of all the students, and so there is little expectation set on them. Some students succeed and make an excellent name for themselves in their trade, others don’t make it past a single class. Students should note that some classes are more valued than others in Zeltivan Society, which is why some only receive minimal training and others receive advanced training.

Food and Animal
    Animal Husbandry
    Cooking (Required skill: Food Preservation)
    Food Preservation
Construction and Material
    Construction (Required skills: Carpentry, Masonry)
    Dentistry (Required skill: Medicine)
    Philtering (Required skills: Herbalism, Cooking)
    Embalming (Required skills: Philtering, Anatomy)

College of Navigation
Although the College of Navigation provides more focused and specialized skill, they remain the second largest of the four Colleges, due to the commonality and necessity of skills taught here. Due to their close ties to the Sailor's Guild, the College of Navigation is sometimes looked down upon by other Colleges. They are viewed with caution and the expectation that are likely going to join with the University's chief political rival than an institution of learning. Despite this, the members of the College are proud to carry on the age old tradition of Zeltiva's seafaring power.

They often cite Kenabelle Wright as being the greatest figure in Zeltivan history and her name is often spoken with reverence in utterance. Students who attend the College of Navigation have often graduated from classes taken at the College of Trade, due to the necessity of foundation skills found there. The College and its students provide the cultural bridge between the University Quarter and the Sailor’s Quarter.

    Cartography (Required skills: Mathematics, Drawing)
    Navigation: Ocean (Required skill: Astronomy)
    Sailing (Required skill: Navigation: Ocean)
    Shipbuilding (Required skills: Carpentry, Mathematics, Sailing)
    Wilderness Survival: Ocean, Temperate Coastal (Required skills: Navigation: Ocean, Fishing)
    Wilderness Survival: Mountain, Forest (Required skills: Mountaineering, Navigation: Land)
    Armorer (Required skills: Metalsmithing, Sewing)
    Flint Knapping
    Weaponsmithing (Required skills: Metalsmithing, Flint Knapping)

College of Scholars
The College of Scholars is the second smallest of the four Colleges and practices more intellectual forms of teaching and knowledge. They pride themselves of being the guardians of knowledge in this Post Valterrian world and most would be hard pressed to find one that is not overly proud of their College. It’s never stated openly, however the College of Scholars is known to possess the most influence over the Wright Memorial Library. They are still, however, barred from accessing the few tomes on magic that belong to the College of Djed. This has been a topic of much contention for as long as the two Colleges have existed with one another, rivalries between the two are fierce as a result.

It is from this College that a number of University’s instructors learned how to properly instruct students, although they may have learned their skill in another College. It is also here that many politicians and merchants learn their skills, gaining the Reagent of Scholars a higher degree of power due to their association with these alumni. Their history department is vaulted as one of the finest sources of knowledge in the Post Valterrian world, though facts regarding the empires of Alahea and Suva are still fuzzy and muddled in myth.

    Composition: Writing
    Calligraphy (Required skill: Writing)
    Cryptography (Required skills: Intelligence, Mathematics)
    Architecture (Required skill: Mathematics)
    Physics (Required skill: Mathematics)
    Politics (Required skill: Law)
    Tactics: Military
    Tactics: Business

College of Djed
The College of Djed is the fourth and smallest of the educational branches in the Zeltivan University. Its main purpose is to provide a safe and stable learning environment to those whose interests are geared towards the arcane. Due to its stance on safety above all else, certain disciplines of magic are taboo and practice of these magic's will lead to expulsion at the best and imprisonment at the Scholar's Asylum at the worst.

The College of Djed is known for being the most secretive of the four Colleges and jealously guards its knowledge against the unworthy. Its rules are extremely rigid and unyielding and the Regeant of Djed is known for being unmoving in their stance of safety being paramount.

The application process is simple, simply filling out the desired courses to take and submitting them to the Regeant of Djed. However whereas admittance to the College of Scholars, College of Applied Skills, and College of Navigation is simply paying for the classes, the College of Djed requires a more controlled approach. Every mage has a potential to overgive, so certain evaluations are required to screen those who would enter. The interview is intended to get a feel for the background and overall personality of the applicant, if they are found immature, nefarious, or otherwise at higher risk for overgiving, then they are denied entry. One denied entry, an applicant must wait a minimum of a year before applying again, unless otherwise noted.

Once accepted new students at the College will be required to take two courses for their first season before whatever discipline(s) they wish to study. These classes are ‘Arcanology’ and ‘An Introduction to Overgiving’. The Arcanology course will cover the basics of what magic is and is not, known safety procedures, as well as basic principles such as Djed. The Overgiving course takes place in the Scholar's Asylum, were students are required to serve as staff for at least that one season. It is intended to grant a more cautious mindset to potential students, showing just how drastic the consequences of magic can be. It’s also a way to weed out those merely interested in simply gaining magical knowledge for its own sake, which the College frowns upon.

Studying in the college of Djed is unlike studying in other colleges. Admittance is reliant on a good understanding of Arcanology and the dangers of magic itself. The classes are considerably more personal as they are dangerous and require a lot of attention from the Instructor. Although the available magics are listed, it is dependent on the Instructor wishing to take on a pupil or a few in the season or choosing to focus on their own research. When they do take on students in a specific subject, their classes do not often exceed novice levels, and focus heavily on the theory and safety of these magics. It is because of the amount of dedication that the College requires from both its students and professors, that the College of Djed is so small and less known. Many who aspire to attend take an Arcanology course and find that is all they needed to learn. Others use the knowledge of Arcanology they gain to seek out alternative or more intimate instruction.

NOTE: This College is unavailable to PCs under 50 posts.

    An Introduction to Overgiving
Available Magics (PM an ST)

Novice class: 25 gm/season
Competent class: 50 gm/season
Expert class: 75 gm/season

See ‘Colleges’ for a list of offered subjects and availability. Note that no classes are offered at Master level, and not all classes are offered at Expert level; listed classes only go as high as the skill level of the Instructor.

Tuition cost is per subject and stacks; students are expected to pay the per season fees for each subject they wish to attend classes on. Tuition fees must be paid at that start of the season, before classes begin. Once tuition is paid, one is allowed to thread for that class as many times as they’d like to within the season. Should one increase their skill level in a subject mid-season, they will immediately be moved up to the next class level, and expected to pay the difference.

Student: 100 gm/season
Instructor: 200 gm/season

For ease of access, the University has a wing of apartments and a dining hall available to students. To be eligible of this housing option, one must be taking at least two classes per season. Instructors are also offered this convenience as well, although they receiver higher quality accommodations. If students fail to meet the housing requirements or Instructors are forcefully relieved from their position, a 50% fee is billed to them, and they are expected to vacate their apartments within thirty days.

Student housing consists of a 200 sq. ft. bedroom with simple wood furnishings. There is a one-person straw mattress with linen sheets, a wardrobe, and a small mirror. Each room also has a rough bench and a small table for writing. There is one privy shared between two rooms. Each floor has a simple bath at each end, and students are allowed a voucher for two meals in the dining hall per day.

Instructor housing consists of a 400 sq. ft. bedroom with a walk-in closet and a comfortable privy. There is also a two-person bed with a cotton mattress and fine cotton sheets. There is a single bureau for toiletries, as well as a small writing desk and padded benches. The instructor housing floor also features an elegant bathing room and kitchen where they can cook their own food if they do not wish to eat in the dining hall.

Alumni Permissions
Alumni Permissions: 250 gm/season

Past students of the University who have reached the expert level or higher are often permitted to return to the University and use the resources available, for a fee. Labs, equipment, restricted library sections, and scribes are available as necessary, although all material and resources must be bought and provided by the Alumni. Sometimes this fee can be reduced by 10% if Alumni are requested to guest lecture for a class. The University is heavily invested in encouraging innovation and investing in research, so while Alumni permissions are expensive out of necessity, certain circumstances lower the cost as an incentive for experts or masters of a skill to associate their work with the University.

Becoming a professor with the University of Zeltiva is a hard and prestigious job. Applicants are personally interviewed by the Reagent of the College in which they are applying for before they are accepted. Once hired on, professors are offered housing at the University, if they wish to take it. Professors are expected to write two job threads turned in no more than one season late, else they will lose their position. Base pay is 10 gm/day, the income level is dependent on one’s Teaching level. One must be at least at expert level in their chosen subject, as well as have competency in teaching, which means all instructors actually start at 15 gm/day.

Scribes are a foundation of the University’s functionality. Scribes that are not hired in the library are often hired to be assistants to professors or alumni which are allowed to use the University’s resources. Scribes turn the spoken word into written works as well, copy existing writings, and help with organization of existing works. Base pay is 3 gm/day, must possess the Writing skill.

Note: PC professors or alumni wishing to have a scribe NPC assigned to them must create an Underling NPC, and submit it to the HD for approval before use.

Due to the Board of Reagent’s involvement with the Zeltivan Council, as well as the University’s openness about magic, an unofficial University guard has been hired. Each Reagent is assigned a personal guard, typically two or three guards of expert level or higher, and there is also a multitude of private Guards hired by the University as a whole to patrol the campus. In theory, most apprehended individuals must be surrendered to the Wave Guard, which makes this position little more than a private guard hired by the University. Still, it is this unofficial Guard provides the Board of Reagents greater power over the University Quarter, as they are able to screen who is apprehended and why. Base pay is 5 gm/day, must possess a Weapon and an Unarmed Combat skill.

There are a multitude of employment opportunities at the University of Zeltiva. Please consult individual locations for more options and descriptions.

Original concept by Eldritch.

Ivory Heart Zintila The Constellations The Shinya
Council of Radiance (WIP) Star Gazing Gazette
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A Closer Look

Postby Neologism on June 23rd, 2019, 5:38 pm

ImageDue to its climate and small availability of farming land, Zeltiva has a very unique cuisine. Common foods such as beef, pork, onions, and wheat are scarce here, and must often be imported. Instead Zeltivans rely largely on various fish, birds, kelp and tubers found in Mathew’s Bay, along with some local herbs and spices that were once gathered from the mountains and have since been cultivated in gardens to maximize their use. Seaweed and fish are the staple of a Zeltivan diet, and famine is common when those resources fail. The Zeltivan government works to ensure that they can retain trade routes with outside cities, such as Syliras, who can provide more a stable food source, although since travel is long and hard every import is dried, smoked, or preserved in some way. Items that would be considered common to anyone outside of Zeltiva, such as wheat, are a high luxury in this coastal city.

Most Zeltivans make pickle and smoke seaweeds and fish in order to eat year round. Food hoarding is common among Zeltivans, and it is considered very rude to inquire into one’s kitchen or food stores. Food is offered to close friends, and can be considered a sign of trust among people. While the Wave Guard is strict on the theft of food, those driven to starvation are prone to do stupid things, and so food theft is slightly more common here than in other cities, despite the harsher penalty. When the city is not in famine they can enjoy a relatively diverse diet which is often eaten fresh, or can be grilled or stewed with some of the local spices. Zeltiva is also known for its interesting alcoholic brew derived from seaweed and local herbs. The notorious Kelp Beer is a favorite among locals, but can hard to stomach for foreigners.

ImageLocal spices include salt, fennel, ginger, hops, capers, cloves, horse radish, mints, licorice, and wormwood. Mathew’s Bay offers a diverse amount of fish that differ year round. Staples such as cod, halibut, and cusk are offered year round. While other common fish such as bass, tog, polluck are fished spring through fall. Bluefish, mackerel, haddock, and blue shark are fished during summer and fall. The elusive and tasty weakfish is only fished in the summer, and the flounder can be found from summer to winter. Zeltivans also enjoy a wide arrange of seaweed from wakame, kombu, dulce, to carrageen moss year round. Seaweeds are not often harvested during summer due to the warm waters slowing down growth, and only Kombu is given a break from harvesting every two years to allow forests within Mathew’s Bay to replenish the slow-growing kelp. About 5% of Zeltiva’s land is dedicated to growing crops, although the poor soil and climate limits the ground. Beans, cabbage, yams, and squash are the few vegetables able to survive Zeltivas rough soil and rainy weather. They are often what the city falls back on when the food from the sea is scarce, although it is not enough to feed the whole city.

Because Zeltiva is a trade city they also enjoy a multitude of imports, even if it is expensive. City favorites include tea, chili peppers, black pepper, beef, pork, onions, wheat, and turmeric. Spicy food is uncommon in Zeltiva and those who can acquire spice are usually only that of upper class citizens, making chili pepper the sign of class and wealth.

Art and Industry

ImageZeltiva is well known for its ships, University, and amicable environment for magic. Music and sculptures are the city’s primary forms of artistry, without much access to paper or pigments, they’ve adapted their artistic interested to what they have. There are many religious monuments among the quarters which show off this incredible skill.

Home to the famed Mizaharian, Zeltiva is renowned for their excellent ship buildings skills, impressive navy, and ability to use and cater to the sea in ways which other land-dwelling cities cannot. A majority of Zeltivans make a living from the ocean itself, either as fishermen, traders, navymen, or explorers. Even though the city is relatively small land-wise, Zeltiva is increasingly busier and growing as it has become the center of trade on the eastern sea, if not all of Mizahar.

On the eastern part of Mizahar, it is perhaps one of the free-est places for a mage to learn and practice magic without fear of persecution, or the in-livability of Sahova. As a result there is a budding mage community within Zeltiva pioneering magic used for both art and industry. Reimancers are known to create beautiful shows at the Lightshow Theater, or help with the restoration of ancient architecture throughout the city. It is not terribly uncommon to find Alchemical solutions being distributed with the intention of easing a particular shopworker’s life or to better an existing substance.

Aside from magic and nautical industries, Zeltiva is built like any other city. They lack the farmable land for a substantial agricultural community like in Syliras, although their fishermen are unmatched and excellent at providing for the city. Alongside Mura, Zeltiva is one of the few cities who have taken advantage of what the sea has to offer them, creating a strong aquiculture community. Other than the constant pursuit of food and evasion of famine, the city focuses its resources and technology on furthering their ship building techniques and exploring the known, and unknown, Mizahar world.


ImageThough it is not claimed by any one deity in particular, the faithful are plentiful in Zeltiva. Chiefly, Laviku is much revered in the city, owing to his oceanic ties. Most believe he watches over the city, its people, and the waves that roll infinitely upon the shore. Other God's that hold importance in the city are Zulrav for weather, Priskil for hope, and Eyris, Gnora, and Qalaya for learning and knowledge. The University’s Music Hall even holds a reverence for Rhaus, in the form of a beautiful statue in the center of the Hall. The Denvali Quarter brought with it a shrine to Viratas too. There are more temples and shrines dotted around the city, allowing those who wish to pray, to feel close to their chosen deities.

Worship to deities relative to one’s life that are not of the common Zeltivan pantheon of worship, is not unusual. As a result the city has grown used to welcoming the very faithful of many different Gods. It is common for Zeltivans to devote themselves to one or a few Gods, although uttering the occasional prayer to a deity which they do not primarily worship is common and encouraged. Due to the literacy and education of the city, many Zeltivans at least know of most of the higher and middle ranking Gods, although with varying degrees of detail. Alvina tend to be less known, with the exclusion of the four that lead Nyka, which Zeltivans may sometimes discover due to the proximity of the cities. Worship of deities that would harm the city or its people is expressly forbidden, and if it is done, is often hidden and secluded from the masses. Worship of Gods such as Rhysol, Krysus, Uldr, Vayt, and Yshul, are not permitted within the city boundaries, and open worship of them will often gain one a particularly forceful visit from the Wave Guard.


Image⥼ [1st of Winter] Kenabelle Wright Day: Zeltiva has a rich history and a dedication to the important people who come from it. The most notable of these people is Kenabelle Wright, who was the first to circumnavigate Mizahar. Although she has been since lost to the city, the people of Zeltiva still celebrate the day she returned from her circumnavigation of Mizahar in the notable Kenabelle Wright Day. It is Largely celebrated in the Sailor’s Quarter or on the beaches, and is a day of celebration and relaxation for Zeltivans. Traditions include public and private swearing of oaths, intoxication, and feasting. During the day time of this holiday is often when businesses make deals for the new year, or when marriages are officiated. Many also make private oaths and deals on this day, as they tend to have more weight when done on Kenabelle Wright day, and is a sign of good faith and good fortune in the new year. At night people down Kelp Beer and take to the streets of the Sailor’s Quarter and docks, buying food from vendors, where available. Many bards set up performances in the streets, creating a festival out of the whole of the Sailor’s Quarter as the night falls.
⥼ [91st of Winter] New Years: Although this holiday is celebrated all across Mizahar and in many different ways, Zeltivans prefer to kick off the new year with festivals and balls held across the city. Each Quarter typically has a big gathering, and many Zeltivans spend the night floating between each quarter, taking in the various forms of celebration, and waiting until midnight with as much alcohol as they can handle. Each New Year is a marker that the city and its denizens have survived another year, and so there is no lack in celebration this night.

Does this list feel too small? Feel free to
add to it!

Race Relations

As a city, Zeltiva has seen travelers from all over the world at one point in time or another. The general public is not as quick to ostracize other races as might be the case in some other cities, however the city is not as aware of all the races as they think they are. 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. A race’s reputation to the city ranges from 1-5, with 1 being killed on sight, and 5 being welcomed and/or perceived as humans.

⥼ Akalak [4]: 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 [4]: 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 [5]: Very rare in Zeltiva, to the point that the general public aren't at all aware that there's a difference between Benshira and a normal human. With respect to that, they would be treated as any human would be as long as they could communicate effectively.
⥼ Chaktawe [4]: 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 [3]: 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 [3]: With regards to their tendency to emphasize the “s” in their sentences, a Dhani could potentially pass through Zeltiva unnoticed in their human form, which is the only reason their score remains so high. So long as they don’t go parading about in their Dhani form many wouldn’t cast them a second glance. Dhani that are discovered are tailed by authorities with heavy mistrust, although not immediately killed or rejected unless given a reason to do so. Zeltivans are unaware that Iyvess are different than Dhani, most Zeltivans cannot tell and do not care for the differences between Dhani.
⥼ Drykas [5]: Although not unheard of in Zeltiva, many do not think of them as different than humans. Zeltiva is not the most hospitable environment for a strider that is used to the open plains of Cyphrus, thus Drykas do not often stay long enough to peak anyone’s interest. With respect to that, they would be treated as any human would be as long as they could communicate effectively.
[b ⥼ Ethaefal [5]:[/b] 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 seemings. 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. Ethaefal in their mortal seemings are regarded just as whatever race that seeming is.
⥼ Eypharian [4]: Eypharians are rare enough in Zeltiva that they are a novelty. Largely treated like humans with an interesting deformity, Zeltivans are attracted to the multiple arms and beautiful skin of this race. However, Eypharians have developed the reputation of being haughty and slightly narcisstic, which turns many Zeltivans off to associated with them. Still, they are known to be excellent trade partners, and are more or less welcome in the city.
⥼ Ghost [1]: Famine and disease remain a common enemy to Zeltiva. As a result, Ghosts arise in enough frequency that Spiritists are perhaps one of the only types of wizards encouraged to settle in the city. Still, most ghosts appear and are kept within Maria Satterthwite’s memorial cemetery, where few Zeltivans dare to go. All ghosts are almost immediately treated as hostile. Any sightings prompt the timely summoning of an Envoyer so that they can be dealt with.
⥼ Human [5]: The race that all others are compared to in Zeltiva. They are the race that dominates the city in terms of populace. As a result there is no initial prejudices or stereotypes about humans, they will be treated as they act.
⥼ Inarta [5]: 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 [5]: 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 University in the hopes that something could be learned from them.
⥼ Jamoura [5]: 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 [4]: 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, and thus are little more than pets, pesks, and predators. For the latter group, Kelvics are treated as their animal form is by those who are aware of it, however most Kelvics blend in with humans without close inspection.
⥼ Konti [5]: Konti are well loved in Zeltiva. The pale daughters of Laviku are common and welcome in the city. Due to their visions and reputation for being wise and kind, they are often given a higher bases of respect from the average Zeltivan, and can find themselves in friendly company when visiting.
⥼ Mixed Blood [Varies]: 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 [2]: 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 [2]: 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. The Wave Guard will allow Nuit to enter the city, but most will not understand a walking corpse, and often react violently. A Nuit is advised to move with caution during their stay in Zeltiva.
⥼ Pycon [5]: Zeltiva is well acquainted with these clay folk, since many found Zeltiva to be home after the Valterrian. Pycons are viewed mostly as odd by the populace, although not unfamiliar. 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.
⥼ Svefra [4]: The views on the Svefra culture are mixed. While Svefra are quite a common sight in Zeltiva, reactions to them range from loathing and wariness given their loose grasp on property ownership, to respect as they are the chosen children of Laviku. However, all Zeltivans know Svefra as a decent party-goer, and so even those who are wary of the race will seek one out for to join a celebration when possible.
⥼ Symenestra [2]: Symenestra are rare enough that Zeltiva is unsure what they are. The authorities have noticed that whenever Symenestra are in town, the amount of women disappearances raise. As a result, most Zeltivans will stay away from Symenestra due to uncertainty and unfamiliarity with what they are, but many Symenestra will find themselves frequently tailed and bothered by any Zeltivan authorities that they brush with.
⥼ Vantha [1]: 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. Since Winter of 516AV, all Vantha and half-Vantha are killed on sight.
⥼ Zith [1]: 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.

Credit goes to Perplexity.

Ivory Heart Zintila The Constellations The Shinya
Council of Radiance (WIP) Star Gazing Gazette
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