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Celtricia-Igbar, Capital of Trabler

Started by LordVreeg, September 26, 2009, 10:19:18 PM

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LordVreeg




[spoiler=redoing] been redoing much of this, and reworking.  Thanks to Xev for cleaning up this pic.[/spoiler]

[bri]Mourning at Dever's Gate
Lo, and Lo, The dame at Dever's Gate doth cry,
As leading Gerin then Tribin begin their rise,
The mournful dirge dark-colors the sky,
The night-ghouls have claimed another prize.
An inward sob, drawn bow of breath, and again begin,
'Her curls, her laugh, her happy eyes,
Her gifts, her questions, her youthful unlearned sin,
To Orcus' dark train bound with fetters and ties'.
Another morn, another mother's dark day,
A cold listing by Bone Knights compil'd..
Keep close your younglings nor stray
Yourself into the night so wicked, so wild.
--Hosta Hab Needleswine, Master Skald
Credited to the Frigid Song Bardic Guild.
2-2-895[/i]
IGBAR, the Capital of Trabler

--------------------------------------------------------------------------------

History and Basic Information
 

Igbar is the capital of the country of Trabler. Trabler is a coastal country, currently a southern border state of the Stenronian Alliance in its six-year struggle with the Empire of Argus and it's allies.  Wind-blown cliffs dominate the coast both north and south, but Coth's cove, the sea-road to Igbar, has always been a perfect landing place for ships. Trabler is a representative monarchy, with a hereditary King (currently a steward) and appointed Horn Ministers to govern each town.  There is an elected group of Ministers which also have a hand in governing as well, the Upper House of the Unicorn.

Igbar's origins lie with a renegade Venolvian Pirate Lord, who founded a wooden fort in the shielded anchorage he found in 260 RON.  Few know the origians of the name of the town today, as it is shrouded in the early days of what was called 'Igbartown' by the earliest records.  In the late 380's, a Reaver fleet scuttled their ships in the cove and settled in the town, joining and creating crews on new merchant vessels., and in 397, the Empire of Argus took Igbar with barely a fight.

The early 400's brought refugees, both wealthy and poor, from the turmoil generated by the ascendency of the Arcanic table in Orbi.  The older, devilkin worshipping familes built fastnesses in the hills nearby or settled in Igbar directly, bringing a much-needed infusion of esoteric knowledge.  The late 5th century (485 RON and onward) brought a tremendous growth in the farming settlements in the nearby Tiche Plains.




During the 6th and 7th century of the Common era, wealthy families from Argus would come to Igbar to make their fortunes. The City of Igbar became walled around 610 R.O.N., and is was by then one of the busiest port cities in the northern part of the Celtrician Continent.

Trabler was called the 'Northern Argusian March' for over four hundred years, and was a vassal state to the Empire of Argus for that time.   Trabler Aptor, Trader Prime of the Winfire Trading Guild, declared it independent a just over a quarter-century ago in a popular uprising, when Argus was busy fighting a war with Gastax to the south.  Before that, the Empire of Argus to the South ruled the Northern Argussian Marches as a fiefdom, under it's laws and Sovereignty.

Igbartown fell to Argus with barely a whimper in 397 R.O.N. and ruled it until Trabler Aptor declared the Unicorn State of Trabler in 870.

 It's current size is just over twenty thousand inhabitants, mostly still crammed inside the walled area. Since it is the southern gate to the war, up to two thousand inhabitants of the town may be '˜at the border' at any given time. But these numbers are made up for in the amount of displaced families from the war-torn southern part of the country.  Igbar is full of the energy of thousands of people going places and having things to do.


Oh the springs that rush down the mountain,
And the close groomed tracks of klaxik hands,
The frosted water grand as any fountain
And the prismed shades of hue in spritely bands.

The horns of the covered wooden rigs a'rolling
As they make speed for the gryphon port below,
Gladly proclaim to the ships with brash bellowing
To the merchant's water droughts with waiting stow.
--Ancient Trablerian Verse attributed to Abuto Village

Basic Theme
As in the whole world, the theme of the Igbarian experience is the 'Factionalism ' that ties the city together with bonds of of blood and gold.  The road to survivial and success is paved through allegiance with the organizations that run everything.  The Bardic guilds spread news and gossip about the wealthy trading guilds and churches, while the knighthoods and martial orders try to create order in the town.  Thieving guilds pay for aid amongst the competing schools of magic, and political allies cobble together money to pay off the shadowy assassin's guilds to winnow out their enemies in the moneyed upper class.  The old families have their hands in almost every transaction, and the huge, multinational Collegium Arcana tries to own every caster of worth in the city.

Every person in the city, common or otherwise, is involved in many of these factions.  The shops are owned or allied with merchant guilds, the food brought in comes in bought by trading syndicates on wagons owned by a transportation guild.  The same teamster from the Teque Guild of Transport may support a Shrine to Arlieng the guide and be a member of Palimar's FreeThinkers political party.   While Violence may be a reality for most of the population, the most powerful and most influential of the populace are merely seen as 'well connected'.


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




[ooc]
'And so you think this wattle collection is civilized, that you've found culture, because the houses have two stories and the main street has a sewer?   Child, this is culture like that dull excuse for a dagger you carry is a weapon!  Once you've seen the crowded lines of merchant ships at dock in Hobyt Inn, or after you've laid eyes on the Arcanic Towers of Hagenos in Orbi, or walked a few steps on the Street of Worship at the center of gigantic and ancient Stenron, then we can discuss some of the finer things, but please, don't call Igbar civilized.'

Raphael Tungstolen, Wolden Omwo~ skald of The Frigid Song, and Priest of Verbren the Hunter.
[/ooc]

Architecture
 
The architecture of this walled city is somewhat mixed, between older stone temples, that shoot up fifty or sixty feet into the sky, and newer wooden buildings,  very well-built, that are normally only two stories high.  Igbar is not a new city, but no part of it is more than 500 years old.

The old temples are often of a white Fidikmarple, a rare type. The wall itself is almost twenty feet thick and thirty feet high, made of large (3'x 2') grey-blue Fidikmarple blocks.  The streets are paved in near-black tenimarple, excepting the Royal way and the Dockside area.  The Docks are still dirt, and during the rainy season wagoneers curse making dock pick ups.  The Royal way was white-bricked some fifty years before by the Warden of Northern Argus, before Trabler gained independance.  There are some notable buildings.  Along the Royal Way (the Unicorn Vex), there is a building on the opposite side of the Unicorn Keep.  This building has 8 small trees with fire-red leaves (Gwynellian Winter Oak), and the building is of red brick.  Long, white stairs sweep to the double-door entrance, which is a square building topped with 3 levels of circular brick covered with a bronze dome fifty feet wide.  This is the Steel Libram, home of the sage school.

Across the wide street from the Steel Libram is the palace, the Unicorn Keep.  This was called the Northern Palace before Trabler's ascendance.  It is a huge basalt, marble, and Fidikmarple building, with three major wings and a black slate roof.

Many of the south-east Harou section of town are built with wooden latticework as extra walls and roofs and porches.  Ivy and Vneersberry grows well in the latticework.  There are often small communal courtyards in the middle of the city blocks in the harou sections of town.

The houses and businesses along the large Royal Way (the Unicorn Vex) are often bricked or stonework on the bottom level, then topped with a top floor of wood.   The most affluent have small courtyards and lawns, even in the middle of this crowded space.  Many still bear heraldry from the recent regimes of the Northern Argussian Marches, before Trabler wrested the area away.  Both the north and south entrances are now castellated with twelve foot tall black marble Unicorns, where once the double headed eagle of Argus was stationed.  As one would guess with the general respect of art held in the cradle areas, there are many statues adorning buildings on the Unicorn Vex and the Godstraat, as well as others.

(Igbar does have a small inferiority complex about their lack of known sculptors, artists, or architects).


The 'Hill' and the 'Collar' districsts are both primarily a light bricked material, topped by the large, fortresslike 'Potentiate of Iron'.  The Potentiate has an artificed clock tower on the top of them.   Many stone mansions are nestled in the winding streets here, and in the more well to do neighborhoods, stained glass is a fixture, normally with the visage of some saint or parable.

Most businesses and meeting places have metal frames hanging perpendicular to the doors, with wooden or metal pictures on them.  By tradition, these rarely have any writing on them, but demonstative plaques.  It is often spoken to meet a person, "At the sign" of a place, meaning at the place, but the subtle dictinction is there.  The Steel Libram has a sigil of a silver book with rivets, The Sweet Retreat has a honeycomb and the rear end of an ass, etc.

All the street corners on the Unicorn Vex and the Godstraat have large lanterns hung from ornate, squared-off 15' high posts. These give off a lot of light.  There are a few in other areas, like the Brewer's Quarter and the Weaver's Quarter, but the Dockside  and the Leper's Bastion have no lighting in the night save what sneaks out of shuttered windows, or is carried on poles by the few Scarlet Pilums brave enough to venture.

Though overlooked by the inhabitants, the square, squat wall that surrounds Igbar is no mean feet of engineering.  twenty-five feet High and almsot twenty feet thick, this enclosure was built almost a hundred years earlier, when the Zyjmanese trines threatened the Northern Argussian Marches.  There are only 2 gates, the north and south, called the Recum Gate and Argus Gate respectively.  

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg





Languages
 
Westic is spoken as common language  in Igbar.  It is lightly seasoned with some Argussian terminology, and a few Harou words as well, as there is a whole section of town where wastrian cultures are represented, in the south east corner of town.  There is also some Orcash and Marcher slang mixed in, as those languages are branches of Westic and have similar makeups and verbage.  Orcash is gaining a reputation as being something of a street language recently.  Omwo~ and Klaxik teens like to mix in Orcash words to define their hipness.

Makerspeak and Arcanic are used inside the Collegium Arcana and the Alternative school of magic nearly as much as Westic. Makerspeak is only used by those who have been trained in the skill of Artiface.

The literacy rate is about 40%, speaking for all languages.  Despite all the guilds that make literacy a primary prerequisite for upward mobility, more than half the adult population (15 dexdmit, or years) cannot even write or recognize their own name on parchment.  Of course, there are skalds and sages from the Steel Libram that read in five or more languages.  Igbar and most of Trabler uses the Festeallic Alphabet, since it was the primary one used in Argus, but over half the scribes and literate also use the older version, the Wintric Alphabet of the old Grey March.

This has created a kind of a classism and reverse classism. Sometimes the use of the Festeallic letters is considered too 'Eagle/Gryphon' (the animal avatars of the Argussian and Northern Argussian areas), sometimes using the Wintric version is considered leaning to much towards erudition

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg





Customs
Titled Greetings and Titles in Trabler are a mix of the older countries in the area.  'Sirrah' is used for squires and fighting men of most guild orders, while 'Sir' is used specifically for those knighted in a martial order.  'Honored' is the title normally used for an officer of a Trading Guild or Artisan Guild, and is used also socially in flattery or if addressing someone who seems important.  Members of the Lower House of the Unicorn are addressed as 'Horn Magistrate' and members of the upper house, 'Horn-Minister'.

Obviously, each guild has their own list of internal titles and honors as well.  It is notable the stress placed on the mercantile guilds.  The major commercial guilds all are run by a 'Trader Prime', with two 'Trader Secundi' below them.

While the use of titles is no grounds for punishment, once one traverses to the world of the Istar, the old families of Igbar, titles and their usage is a matter of some import, and getting them wrong can have social implications.

The Laws will be discussed in detail later, but one curiosity is worth mentioning.  The Grey March, Sembina and the Bright Lands are all matrilineal countries, meaning that descent and family names are generally kept through the mother.  This is due to the fact the tribal clans and the clans of families that have become acculturated are all matrilineal.  However, Argussian Empiric law has always been patrilineal, and Igbar has kept laws of descent, legitimacy and inheritance that way since it has been done that way since the 300's.  However, it often causes a 'clan-vs 'law' dynamic.  Often, two set of records are kept.

Women take care of most of the child-rearing in Igbar (except in some cases in omwo~ families and the teenage Orcash), but many still work.  It is the custom of grandparents and churches to help watch infants, and for children or walking age and upwards to travel with their mothers everywhere, though the wealthy families have many variations on this.  Farming families in Igtiche will often have father in the field right after 'Red Dawn', but mother and the children will be out with him a few hours later, after the home is taken care of.  Similar patterns are seen in Igbar's merchant shops, where two or three generations, from young child to grandmother, may be found helping in the family business.

Guilds often take in apprentices as early as ten years of age, and those that live with their families  'day-guild', traveling from home to the guild every day, while others with no other home are housed within their guild.

Many woman do have full guild memberships, including voting and positions.  The Green Mother of the Church of Vernidale is a woman, as is the head of the 'Fortunate One', the Patriarch of the Church of Fortune (Ishma).

The Normal Work Hawaak for the wealthy is a five and a half days out of the eight, while most commoners work seven days.  The truly impoverished don't even take Fastak of from toil.



Art
 

The knowledge and appreciation of art is extremely important in Igbar, as it is in all of the Cradle areas.  Igbar has a few minor celebrity artists, and a few well know historical ones. but Trabler is somewhat 'in the wilderness' when it comes to artistic relevance.  And they are a little sore about it, in the upper class and Istari, but even in the middle classes.  Nonetheless, there is a strong and thriving artistic community, and being connected to composers, sculptors, painters, and other artists is something of a mark of quality.

Statues litter the larger intersections, and stained glass windows dress every temple and well-to-do home.  Geometric puzzles are inlaid in the streets and provate drives.  

Yet for asll the attempts and the love of art, Igbar suffers because so much of gtheir work is clearly mediocre or worse, second-rate.  A fact that The Gryphon Empire to the south reminds them of regularly.  

There are a few newer artists of note, unfortunately for the self-confidence of the Igbarians.

Jer Fondat's sculpting Studio, in the Greensward, is a much in-demand address, as Jer Fondat (gnomic male, 38 yrs) left the Cratevan School of Art in Hobyt Inn three years ago and made the move to Igbar.

Argus' Helio Ventura (Hob female) has been dead for only a few years, but painted works from her and her studio (by the end of her 40 year career, she had over a dozen apprentices working for her and as many former students) are the rave of the private auction crowd in Igbar.

Hennis Arundale (male Omwo~, 177 yr old) has recently opened a studio in the hill.  He is a member of the Entropic Summoners of the Leschian Guild Of Artifice, and he comes here to sculpt entropic scenes.  In Leschian, there was some competition for this, but here in Igbar, his is a unique style.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg



Geographic Placement
 

Igbar is firstly a coastal city, in a small, deep cove.  It is this cove that first attracted fisher-folk and pirates.  The fishing is better than decent, especially a day's sailing north of the cove mouth.

Igbar is the closest major population center to the fabled Herb Lands of old Astrikon , within a three-day ride. Though a deathtrap for the unwary, the chaotic Herb Lands continuously draw in worshippers of the Nature Planars, Druids and the like, trying to fill the orders of the wealthy for poultices and reagents. Despite the Herb lands and the size of Igbar, the lands to the West, in Central Trabler, are nearly empty, dotted only by ruins of once-proud Astrikon Traders.

The plains to the east of Igbar are remarkably fertile, and a days travel (about 18 miles) in that direction brings players to the town of Igtiche, primarily the farming center that feeds the capital.  The Zyjmanese tribe of humanoids lives north of Igtiche, crawling through the old Astrikon ruins and in the huge forest to the North.

To the North, the Recum Road hugs the eastern edge of the Wibble hills and then dives north-east towards the coastal town of Ocodig, about a hundred miles up the road.  The Recum road goes south as well, about 125 miles to Veron, and then another 90 miles further to Walker's Glory.

The last decade and the more recent war-profiteering has also seen an increase in the wealthy building large walled homes in the NighTiche area, on the plains just to the east of the walls of Igbar.  To date there are some two dozen of these small estates

Races
Hobyts make up, as in the world at large, the largest portion of the population density, followed by Telman humans (Often called Clan Telman Humans), Klaxiks, Acculterated Orcash,  Meadow and Wolden Omwo~, Gnomics, and Kalil humans and a few Wastrian Humans and Gartier as well.  A full quarter of the population is Hobyt pureblood or Hobyt dominant-mixed, though many of the Istar (old families) are Omwo~ or Telman Human.

With the war on, there are a greater mix of Orcash and Humans from other countries seeking mercenary employ, either to join the war to the south, or looking for a soft billet amongst the Scarlet Pilums.







Weather
The weather is softened by a coastal influence, and though it is somewhat wet, Igbar does not get as cold or hot as Igtiche or the Tiche plains to the east of it, and this is probably one of the reasons that Coth the Venolvian Pirate settled here in the first place.  Nearly every morning the fog rolls in, and this happnes at night often, as well.  It normally gets to freezing a few Hawaaks into Dumoktis, but rarely drops under 20 degrees.  Snow falls maybe as late as midway through Dumotux,  and by the first of Tokush, all the snow is gone and the buds start coming.  Right after the Midyear Lithe, the Goesi (month) of Gosum gets hotter and hotter as it wears on, and it is only in Hisio that the nights start to cool off a bit


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




[ooc]
'Remember, when you are with your friends and colleagues, take Woerter's role every chance you get.  The small hammer that taps quietly wastes little and gains the most.  Smile, remember everyone's name, and be the very incarnation of the Hosting God on Celtricia.'

Jessup Greenlaw, Hobyt Mastergreeter of the Church of of the Host and Magistrate of the Horn Ministry
[/ooc]

The Government in and of Igbar
 

Trabler is a constitutional monarchy, but until 3 years previously, was still ruled by Trabler Aptor, the man who carved this kingdom out of the old Argussian Marches. So it recently came to a bit of a standstill, and was almost retaken by the Argussians, when Trabler Aptor went missing. The old king was nearly replaced with the Horn Minister of Governance, until other members of the House of the Unicorn discovered that minister was actually in the pay of Heliopolis, Assassin king of Coom Isle, an ally of the Empire of Argus. A coup was attempted, but a counter insurgency, led by Julian Sempre Lerianolies of the Order of Stenron, recaptured the governance of Igbar and thus Trabler. Julian was then rewarded by the Houses of the Unicorn with the title of '˜Steward to the King'. So currently, Julian is acting constitutional Monarch, until the unlikely appearance of Trabler Aptor.


Below the King/Steward, there is the Upper and Lower House of the Unicorn.  The Upper House governs the whole country and Igbar, while the Lower House's influence is Igbar and the surrounding territory.  The members of the Upper House are called 'ministers', as you see above.  Note that Horn Ministers of other towns (the ruling position in other towns) are considered members of the Upper House of the Unicorn in abstentia, and do have voting rights if they are in town personally.

There are 10 Magistrate seats in Igbar for running Trabler, for those who sit in the Upper House of the Unicorn.  There are also seats for Ocodig, Recum, Vellum, Veron, Igtiche, Walker's Glory, and Wallingford.

The Powerful Exchequer's Office (the State Taxation and State Bank) are run from the Upper house, as is the 'Trablerian Defence Force', the armed forces of Trabler.  

Igbar's Keepers, the Lower House, has 24 members.


Politically, there are a few different movements afoot.

 
There is a sentiment afoot that the rest of the Stenronian Alliance has used Trabler poorly, rather as a shield, and while this group is not against the war, they are looking for some reparation if the war ends.  This faction is refered to as the 'Castellots', and many of the working class guilds adhere to this group.

There are 2 opposed groups that argue the legitimacy of the ascension of Julian to the 'Steward' position by the combined House of the Unicorn.  Those that support it go by the name 'Defenders', and those who are against it term themselves the 'Monarchists'.

There is also an underground movement called 'Marchers' that ascribe to the belief that Trabler's break from the Empire of Argus should never have happenned.  Some few old families lean this way, though none admit it openly.  This is called 'Marchism'.

The burgeoning power of the Trading syndicates and Merchant Guilds have created a little backlash, egged on by the older families.  There is no name for it, but it is a sentiment that hearkens back to a time before every egg and wagon was owned or paying tithe to a merchant group.

The 'Free-Thinkers' are another politcal group, one that considers themselves forward thinking, though the policies they back are little more than slightly higher taxes on the wealthy merchant guilds and more distribution to education and the poor.  Understandably, some of the older and wealthier guilds consider them agitators.

The country is in pretty sound economic shape right now, due to the way power has been shared with the trading guilds.  Like most of the North-western celtrician cradle, the range between poor and wealthy, and between wealthy and rich is gigantic.  Property, deeded property, is still the coveted goal for 90% of the population.  Igbar, again similar to most of the area, is on the Electrum standard. A day's unskilled labor is normally worth an electrum goodwife, though what money can buy (and the conversion rate) runs from copper strips to gold horn.

While there is more money in Igbar than in much of the rest of Trabler, there is still a very large underclasss, some three quarters of the population survive on that electrum Goodwife a day, or less.  There is at least a tenth of the population that has been sentenced to labor by the Unicorn Courts, and they work much as slaves would, these prisoners and outcasts.

Igbar is a trading hub.  In times of peace, it is a logical port for the trade routes that run from the Bright Lands Plutocracy in the north, down to Coom isle and Argus, and down to Zent and Tobernity.  Igbar's rapid growth has been partially fueled by their exports, and while they cannot compare with Hobyt Inn, they are becoming an economic power.  While not a mining or logging area, the Tiche Plains to the east are fertile and are heavily farmed (and therefor, heavily patrolled, or they were until the war).  But Igbar's main unusual export are herbs from the Fabled Herb Lands.  Though insanly dangerous, life and limb are risked by brave consortiums to collect the rarest and most potent plants in the known world there.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg



Tax Rate
How does a government operate without money?

 All of the countries of the Celtrician Cradle area (the main playing area) have different taxation systems and levels.   Trabler set a standard currency a few years ago, and any other forms of currency had to be changed (which cost 10% of the value changed, half of which went to the state).  Did I mention Trabler is only 25 years old?  Since any adventuring into abandoned areas ends up netting older coinage, this one has always been an easy way to give a realistic way for the government to fucntion.

The 'Scutage' Tax is paid by citizens that wish to avoid military service in the Unicorn Defence Service.  It needs to be paid once every five years, and comes to 110 Goodwives.

In addition, there is a tax placed on an item that is sold by a private citizen for coin or writ, 25% in Trabler, called Parcel Tax.  Syndicates and state-recognized guilds still pay 10% when they sell a luxury item.  Much of the money that the Unicorn State has comes from this capital tax.  The Exchange tax,  the Scutage tax, and the Parcel Tax are all examples of State taxes, and are handles by the powerful 'Exchequer's Office', a position controlled by the Upper House of the Unicorn.

 

The Lower House of the Unicorn also contains a 'Finance Commision', and they do also collect a few taxes.   Obviously, since the Lower House is only concerned with Igbar and not the whole of Trabler, their focus is quite different.

The 'Gate Tax' is 2 Silver Children to enter Igbar for non-residents.  As a point of fact, this is normally levied only on obvious foreigners, and most guilds have a bulk arrangement for their trade caravans.  It is regular for citizens to walz in and out, as long as they are well known.

The 'Interrmental Fee' is paid to the state to have a deceased person interred in a Boneyard within city grounds (even if the ground is owned privately or by a church), recorded on the town rolls (kept in the Steel Libram), and properly warded against necormantic tampering.  It runs 5 goodwives.

Much of Igbar's tax revenue comes from the Inheritance tax, which is a full one percent of the value of wealth passed on to another generation.

The Vneertax is a tax on all alcohol made in the town, based on how many 'tunns' of the liquid is made.  This affects vintners, distilleries, brewers, etc.  It is generally small, but adds immeasurably to the town coffer, and works as about 1 goodwive per 'tunn' (12 barrels).




[ooc]
'By your countenance, you seem to think that there are more important things than wealth.  According to some philosophers, my stubborn friend, you could be right.  Life, love, and freedom might be seen as more important.  Of course, I can buy freedom.  Anyday.  Love?  Please... I'm sure enough horn and your sister would come begging.  Though looking at you, it might not take horn, some goodwives might do it.  And life?

Fool.  I buy and sell lives everyday.  Every day, every hawwaak.  Wealth, Boy.  If you are going to work with His Eye, understand that life is so, so cheap.'

--Varkonvich Von Zap, Omwo~ Seeing Eye of Igbar

[/ooc]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




Calendar

Igbar generally uses the Westic Common Calendar (The Calendars), though some of the Harou sections in the south east section of town use the Wastrian 12 month variation.  The Westic Common Calendar has 6 months, called the Goesi of 60 days, with a leap day in between each month.  The Goesi are Dumotux, Tokush, Tanos, Gosun, Hisio and Dumuktos.  The Hawaak (eight day week) is used here as it is everwhere.  The Waak (days) are Dunsak, Bowak, Vindak, Scaliak, Harvak, Monak, Lawsak, and Fastak.

As Celtricia has twin suns (Gerin and Tribin), the 22 hour day has three different phases.  The Night, the Day, and the Sue (Siu, White Omwo~).  The Sue is the red period in the beginning and end of the day when the weaker, reddish Gerin is the only light, the 'Red Dawn'.  After 58 minutes, the brighter and more yellow Tribin starts shining, giving the day a more normal cast.  As the binary suns spin around each other very quickly as Celtricia spins, the end of the day, dusk, is spent with 58 minutes without Tribin again.




The shortest day in Igbar's lattitude is 9 full hours, with 7 hours of full light, and 12 hours of darkness.  The longest day is 12 hours of light, with 10 hours of full light, and 9 hours of darkness.

As for the larger picture on Calandars,  
There are actually dozens of active calendars, most following the 6 month fashion of the elder Omwo~, or the 12 month House Wastri calender.  There are 366 days in a Celtrician year, which the Omwo~ originally separated into 6 even 60 day months, with a Lithe day in between each.  As is common in the world, things change and usage slurs terminology.   The Westic Word for month is Gosi (Go-See).  This is from the Omwo~ term Goesi,

 
[ic=Goesi]
  Months used in the Reckoning of Nebler (RON).
 
  Winterwane   Dumutoux (the month of Ice)             Dumotux
  Spring       Toqusuh (the month of Renewal)          Tokush
  Summerwax    Tan~os (the month of Promise)           Tanos
  Summerwane   Gosiuoni (the month of Flowers)         Gosun
  Fall         Hisieohum (the month of Leaf-fall)      Hisio
  Winterwax    Dumuquisneti (the month of Hardening)   Dumoktis   [/ic]  

 

Obviously, the calendar related heavily to the weather in Celtricia.  But it is important to note that there is a different calendar used in the equatorial areas, developed by the Klaxik of Barstone and popularized by the nations originally settled by House Wastri.

In the North-Western cradle areas, there is a large range of tempuratures.  The Northern Grey March has flurries from the beginning of Dumoktis to the end of Dumotux, meaning 120 days of weather that is freezing or below, spending 6 days of that averaging 15-20 degrees and often dripping below the zero mark for hawaaks ata time.  The Argussians get no snow as often as they get any, and have weather below freezing for 60 days in the worst years.  

 

The year 895 RON (in the Reckoning of Nebler), translates to the ninety fifth year of the Ninth century of the Common Age in Argus.  In the Grey March, the Reckoning of Nebler is used exlusively, while in Trabler, you get both the Argussian and Neblerian.  In the Silverwood, you get almost all the old calandar of the Omwo~

In most of the Cradle area (Trabler, Orbi, The Bright Lands, The Grey March, Sembina, etc.) the RON is used, and year 0 (of the Common age and of RON) was the year that the Theocracy of Nebler was founded.  It has become more typical to use the term Common Age, and to count in terms of years and centuries, particularly by the merchant guilds.

Many Omwo~ mark the year 895 RON as year 7089 Since the Founding, as the Republic of Silverwood was founded back in the Age of Legends.

 The eight day week known as the Hawwaak is used throughout the known Celtrician world.  The normal work week in town is five and half days in terms of what people get paid for, and what the well-to-do put in.  Your nomal business owner puts in 7 out of eight days, and of course the poor folk generally work 8 out of eight days!  The work-week is supposedly Dunsak through Harvak working 10 hours a day, then 5 hours for Monak, as the moneychangers generally call it a done Hawaak right after noon.  Fasting is normally done every Fastak for the religious.

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg





Factions

Basic Theme
As in the whole world, the theme of the Igbarian experience is the 'Factionalism ' that ties the city together with bonds of of blood and gold.  The road to survivial and success is paved through allegiance with the organizations that run everything.  The Bardic guilds spread news and gossip about the wealthy trading guilds and churches, while the knighthoods and martial orders try to create order in the town.  Thieving guilds pay for aid amongst the competing schools of magic, and political allies cobble together money to pay off the shadowy assassin's guilds to winnow out their enemies in the moneyed upper class.  The old families have their hands in almost every transaction, and the huge, multinational Collegium Arcana tries to own every caster of worth in the city.

Every person in the city, common or otherwise, is involved in many of these factions.  The shops are owned or allied with merchant guilds, the food brought in comes in bought by trading syndicates on wagons owned by a transportation guild.  The same teamster from the Teque Guild of Transport may support a Shrine to Arlieng the guide and be a member of Palimar's FreeThinkers political party.   While Violence may be a reality for most of the population, the most powerful and most influential of the populace are merely seen as 'well connected'.

There are many groups that vie for power in Igbar; many are Major Factions of Igbar.  Most of them, you will find, are interconnected in some way. The wealthy and the old families have power, but still need the power of the Godstraat (Street of the Gods).  The Merchant guilds are forcing their way into the hierarchy of the Houses of the Unicorn, but they still need to placate the forces of shadowy corruption.  Interconnection and networked, every group bluffs their independence yet none can survice alone.

What motivates a man?  What makes a Gartier want to be part of society?  What brings an Omwo~ family to a city full of other races and keeps them there?  Though this seems a little psychological, the best answer for the interwoven society can be found in these root causes.

Security in Celtricia is a rare thing.  the whole notion of centralized population in such a huge open world revolves around the deadliness of the outside world.  Even the Tribal groups outside the civilized world band together for the same reason, pure survival.

 

[ooc]
--------------------------------------------------------------------------------

At red dawn I rise and greet the day,  But the day is not mine, no, it is ours.  I share the day with the Lord of Black Humor, with Retel's Wrenchery, and with the litle hobyt Kafee shop, who makes it just the way I like it.  No, the day is not mine alone and I am the better for it.

-Vestin Axehand.


--------------------------------------------------------------------------------
[/ooc]


Of course, the urge to belong and the urge to excel both help the joining frenzy in Igbar.  No one gets ahead without being adept at this interconnectedness.  

Social expectations are a driving force.  Every church and temple is totally enmeshed, and it is an unusual person who does not stop in one or two of these a day.  And people somehow notice if someone is not doing this, there is a social shadow that seems to build if someone avoids the Godstraat and clergy.  This phenomenon results in a normal day in and day out stopping in to the different churches by the populatino, both men and women, rich and poor, with no race excluded. Only the very lowest social classes avoid this, as no one is watching them.

[spoiler=Playable Factions of Igbar]
FIGHTING
Archer
Bowyers of Ceminiar -- Martial order of the Ceminiarians
Calling Shot -- Quasi-military group; official martial order

 
Bard
Bertrand's Bard School -- Drummer warriors; very loud and annoying to others; proud.
The Frigid Song -- Warrior Bards from the frozen north
Breath of Truth--Small bardic hall allied with the Church of Belial
Dire Tones-Sage/bards, heavily into chanting.

Fighter
Terrors of the Knife -- Assassin/Fighters of Vernidale.  As much Assassins as protectors.
Kulranik Swords -- Professional caravan guards, versed in travel and the sword
Hadjel Bonded mercanaries-Teque Guild of Travel's merchants, allied with the Platform of Trade and the Armor of Trade.
Tudzudian Bastards-The Tudzu Caravan Guild's own wide-ranging scouts

 
Kensai/Bard
Martial School of Song -- the "Archers are pansies" guild


Martial Arts
Brightblue Limbs -- Martial artists from Xamdu hold
Green Dragon Clan -- Draconian and sly
Mysteriarchs of Lathe-Igbar -- Commando-monks from Gwynell

 
Ranger
The Hunters of the Shade -- Verbren's hunters, trackers non-pariel
Cobranic School -- Snake Rangers of the Serpent Queen

 
Ranger/Druid
Defenders of the Land -- of Madrak/Vernidale/Amrist/Ceminiar.  4 different branches.

Samurai
Blue turtles -- The honorable enemy of the Red Circle
Unicorn Swords -- consiously multi-gender school of spear users...
Corobar's Iron Way -- By-the Book keepers of peace and bonded warriors to nobility.

 
Warrior
Caleb's Tactical-- Specialized vs humanoids, in small and large scale
Lance and Slay -- How to kill on the open plains, great individual horse and bow skills
Order of Stenron -- The largest military order in the North
Order of the White Paladin -- Wear white and like it!  Heavily Armored warriors who are used to being outnumbered...and winning.
The Armor of Trade -- The Knights of the PLatform of Trade, the Church of Trade.
Toffler's Defenders -- Marines for the Navy
Trabler Scarlet Pilums -- Military School of Trabler, heavy into cavalry
Tristonian knights -- The knights of John of Triston, Neblerian
Bone Knights of Orcus -- Recently invited to town


MAGIC
Alchemical

The Green Flame -- Fire mages, and the eye's alchemical branch
Vasko's Brew -- The blackstripe's poison makers

Mage
Alternative School of Magic  --Independent, Irreverent, and in money trouble
Collegium Arcana-Igbar -- The huge, multi national consortium
Red Witches -- Just Outside of Town, blood magic
Shell of Defense -- Igbar militia mages.
Fireblades -- Fire alchemists
The Tower -- Water mages

 
Sage
The Steel Libram-igbar--Ancient seat of learning
Greta's words-Language based school, Much Astrikon knowledge
 
THIEVING
Assassin

Collegium Tortoris -- old and tiny (and weird)
Holders of the Straight Way -- Belial's Assassins, Ritualistic
Jocien's Knives -- The Blackstripes' warrior arm,
Karin Machinations -- The strong arm of the Eye.

 
Thieves
Blackstripes -- Helipolian underworld centered on Coom Isle, in Devens.
Padisha of Pilfering -- independent, real thieves, not political
The Bully Boys -- The dock's underside, local and family-run.
The Eye -- Kasarack's boys, from the huge Stenron-based guild.


RELIGION
Churches

Church of Weaves, Igbar -- Bamik, weaver god, many Hobbits
Church of Belial the True and Clear -- Belialist believe in Order, and in getting what
Church of Change (Jubilex of Chaos) -- Very social, and Chaotic
Church of Direction  -- Arlieng the guide,many sages worship here, contains a Shrine to Oblimet
Platform Of Trade (Ogleic) -- The Trade God, the scales, Mercantile church
Church of Fortune (Ishma) -- Goddess of thieves and the hopeful, lucky Ishma
Church of The Living Earth (Madrak the Mighty) -- Huge, solid and Popular
Church of the Green Mother, Igbar  (Vernidale) -- Vernidale, the Green Mother Druidic and neutral
Church of the Autumn Harvest (Amrist) -- very small, Seasons, harvest, From the North
Church of The Hunt (Verbren) -- The warrior arm of nature
Church of the Lawful Triumverate -- Nebler the Defender, Rakastra the judge, Abradaxus the Harsh--very popular
Messianic Church of the Theocracy of Nebler -- Nebler the Shield Many transplants worship here
Church of the Wild Hunt (Geryon) -- Chaotic and wild, The mighty lawlessness of The woods and fields
Church of Hosting (Woerter)- -- Host, and hospitality. The Meeting god

 
Shrines
Shrine of Amerer -- very small, neutral mages and bureaucrats
The Shrine of the Whole (Kiminus) -- Very small, God of Heroes and fools, of the whole person.
Shrine of the Sailor's Rest-Travelers and the weather.
Pastor's Shrine of Knowledge-Small shrine to Saint Renikson of Amerer, Telekonese sage


MUNDANE
Builders
Jerian Fine Homes--Second generation designers and builders of homes.  Specialize in Building in the NighTiche area.  UNder the Sceding Tree.

 
Cooking
Tolmar's Bakery -- 3rd generation, amazing cakes
Bamik's Soups -- Children of the Weave eat here often

Cooking, service
Hostem's Hospitality -- The huge and famous restaraunt, 3rd generation.
Fen Tan Teas and Grappa--Harou school of Wastrian food
Parson's Wine and Dine--Omnian food, owned by Phidipiedies.
Saru Butcher's Hall--Meat men of Igbar, a serious school of butchery.
The Upper Crust--Very Well Known and well appointed eatery, with fresh seafood and Rascal Eggs.


Government
Ministry of the Unicorn -- School of government.

Painting
Goodeval Art school -- From the Stenron branch of painters.
Mosaics by Rentan --frescoes, mosaics,and other lifestyle artworks.
Tara Jeercourt-small school that does hisory of art and teaches the Stenron method.

 
Sailing
Igbar sails! -- Sailing school, youth navy
Sheering Family Yacht Club -- Upper crust wealthy yachters


Smith
Collishaw's Ironmongery -- Great place to learn how to mend armor
Terviks Metalworks-Fine metalworking found in the best homes.

 
Social
House of Twazinia -- Harou hospitality school, old orbic version
Parshan House of Chance -- learn how to lose money like a pro
The Grounds of Dismissal -- Banneti's Coffee House


Trade
Wello House of Adornment -- learn the value of everything!
Birchright Quaffers Guild-Brewery Guild out of the Brewers Quarter.  
Winfire Trading Consortium --  Old Trading guild, very Large.  Trabler Aptor came from this guild.
Sceding Tree -- Traders of commodities, one of the largest
Bren Fashions--Guild of many clothiers.  Works under the Vissipee.
Chiller's Coats and Waether Gear--Works under Vissipee, very old and well known.
Chernow's Libations-Dockside importer and distributor of alcholic beverages, under the Winfires.
Teque Guild of Travelers -- Guild Clan specializing in inns, wagons, land travel. allied with Sceding Tree.
Vissipee Trading Guild- Large trading guild, financially strong.  Competes with Sceding Tree and Winfire.
Pen-Wiggle Traders-moneychangers and lenders, Compete with Bank of Stenron, recently fighting with Vissipees.
Bank of Stenron-2 branches of the multinational bank.
Sol's Bank of Worth--Small bank and savings institute, 2nd generation, under Vissipees.
Sarku Weavers of Bamik--Blessed rug makers, under the Winfires.
Tudzu's Caravans-Omnian Caravan Guild.  Allied with Vissipee in Igbar.
Cheling's Loggers--Guild of loggers and woodcutters, recently added Old Tanik Carving Guild, Allied with WInfires.
Brekham's  Wright's--Stone cutters and Builders.  Alllied with the Winfire Consortium.
[/spoiler]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




The Bardic Influence
The Populace gains much of their news and opinion In the Bardic Taverns of Igbar.  There, the Free Bards and the bards of the local guilds sing their hearts out, as well as writing songs, twisting songs, reporting news and opinion in the bars and hostlries of the town.  The Power of the Bards can be heard nightly in bars like the Silvered Note, Sweet Retreat, Golden Words, The Upper Crust and Hostem's Hospitality, to name some of the most popular.  With all the choices of strong drink, it is a wonder anyone is ever sober in Igbar (What to Drink in Igbar).  It is worth mentioning again that much news and political workings are expected to be heard this way, and that though the common folk and the working class know that bards can be bought off (and you can hear the accusation pretty much every night), still the whole mood of the city can be found in these places.  No factional group has as much direct influence on the opinions of the populace.






At a higher social level, the Istar families and other patrician enclaves also hire the bards, per diem or on staff.  Sometimes it is as teachers, sometimes as spies, often as entertainers and as chronicalers of their fate.

 

Bertrand's Bard School is the largest Bardic Guild, and actually have a full tuition based music school as well.  They are more mercenary based than most.  They have been around for over 200 years.  They are pretty well rounded, but admittedly have the easiest entrace qualifications.  They specialize in drums.

The Frigid Song is also pretty large, with a tradition from the frozen northern climes.  Very martial, they also have a relationship with the Steel Libram.  They are very popular in town, but they are also viewed with suspicion, as they tend to draw extreme personalities into their midst.  They are polarizing, to say the least.

The Martial School of Song is almost the same size as the Frigid Song, but are centered in their communal disdain for armor and missle combat.  For some reason, they don't mind spells.  They are considered rowdy and loud; at odds with some of the other suave mintrels.

The Dire Tone Bards are a gloomy bunch, a group specializing in chanting and poetry.  They wear black clothes, and dye their hair black.  They tend to worship at the Pastor's Shrine of Knowledge, the Fount of St. Renikson.

The Breath of Truth is a smaller group, allied with the Church of the Straight Way (Belial).  They are obsessed with the truth, unadorned and clear,  They despise the other bardic guilds and their hyperbolistic bombast.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




The Underworld of Igbar
A sad thing, it is, that there are those who consider it their trade and occupation to avoid the Laws of the Unicorn State in their pursuit of Horn and Goodwife.  But it is a truism, and always has been.  Pirates infested the oldest incarnations of this settlement, rogue traders, Kidnappers and cuththroats.  Today's Igbar is much more formalized, with the various groupings of underworld figures holding turf, extorting, picking pockets, pimping and whoring, gambling and mugging.  While in the nicer neighborhoods, the Scarlet Pilums keep crime to a controlled minimum, in the Dockside or the Leper's Bastion, keep one hand on your purse at all times.



--------------------------------------------------------------------------------

 
[ooc]
Fair Gertie took smile and mesh stockings,

To the Collar effusive and lush.

While inland, her port made a fair many dockings,

But the last captain, his boat was too much
[/ooc]

 

The Assassin's guild of Heliopolis, the Blackstripes, are still in town, despite the drubbing they took during the failed coup of 3 years before. The Eye, a rival guild from the north, was instrumental in the coup that brought Julian to power.  The Bully boys have been around for decades near the docks, and Hornug's Game runs many of the gambling dens in the Leper's Bastion.  Small, precise cults and guilds of death, such as the Holders of the Straight Way and the Karin Machination can be hired for exorbiatnt sums, and even the old Collegium Tortoris has recently showed signs of life.

Violence from the shadows is a feature of all cities, but is more apparent in this border city than in more civilized climes.  It worth noting again that violence is a daily feature in Igbar, that the wealthy employ bodyguards (often off-duty Scarlet Pilums).  Whereas in Stenron or Hobyt Inn, violence is relegated to the night, in the corners, One never knows when blood might flow in Igbar.

Though many drugs flow into Igbar, some illicit, some barely tolerated, Krrf and Shrum are the most polpular by far.  Shrum is the catch-all terminology for the different types of hallucinagenic muchrooms found and cultivated near the city of Shrum, in Hobyt Inn.  Brown ones are the least expensive, followed by red, green, blue, and the sought after white Shrum.  While they are frowned down upon and illegal in Igbar, a large percentage of the Hobyt and Omwo~ populations actually are users of these expensive mushrooms.  The Eye of Igbar has begun to monopolize the Shrum trade in Igbar over the last few years.  Krff is a narcotic powder that is normally ingested orally or smoked.  It makes the user feel as if they are 'stepping back and seeing through other eyes', but it also enhances necrtomatic sight.  The Padisha of Pilfering and the Blackstripes both peddle this rare and expensive drug.





[ic=Krrf]
Krrf

Krrf is a powder made Primarily in Gwynell and the Oms.  It is a strong narcotic, producing a feeling of lessening the ties of the flesh, a deadening of input, and a languor.  As with most Narcotics, there is an effect of tolerances, and greater dosages needed to create the desired effect.  Stronger Krrf (the Black) is very dangerous to those not used to it's effects.  Krrf also increases the personal connection to the Well of Death, so that those affected often claim to see or hear the spirits that have resisted the flight to the Well of Death or those sent back by Retivulus or Orcus the Shepherd of the Dead.

It is normally inhaled or smoked, though it can be put into food as well (and is often in Orbi's , Gorntars, and Om's celebrations of Retivulous and Orcus).  There are as many smoking methods as one can imagine, though I will mention the 'Cathartic school of the Circle of Fire' as particularly spectacular.

Krrf comes in 3 varieties, Yellow, white and Black.  A normal use is an ounce at a time.

All of them seriously affect the behavior of the user, reducing pain, but also reducing reaction times.

White Krrf adds +1-3 Necromantic spell points to a user.

Black Krf adds +1-4 Necromantic spell points as well as giving the effect of a Corpse Candle, basically making the user an attractor of spirits.[/ic]

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




The Guilds of Magic
Magic is all around Igbar; indeed, there are philosophies that theorize that the original urge to gather into population centers was to utilize magic more effectively.  Most day-to-day magic is of a very low-power, pedestrian thing.  The effect of this is that many, many guilds, schools, and churches have some access to the Void-Borne power sources, it is a small and select group that specialize in them and has experience in the greater workings so enabled.

Another way to discern the suble difference between guilds that use magic and those that specialize in it is to understand that many other guilds teach some level of expertise in utilizing the Void-Borne power sources, as a tool towards realizing certain ends.  However, there are a few guilds and organizations whose primary reason for being is the study of the tool itself.  These are guilds of magic.

The Collegium Arcana is an old, multi-country law unto itself for those who study magic.  This Collegium is synonamous with the teaching and use of magic throughout the cradle area, venerable and ancient, powerful beyond the reach of kings.  In Igbar, the Collegium Arcana bought it's own walled keep 60 years ago, where it takes in the money of young spell casters, and teaches them and protects them in turn.  This guild of magic has the greatest reach and the greatest resources, but also the most control on their membership.

The Alternative school of magic, run by Samria and Palimar, has opposed them recently.  Still, the Collegium is ancient, rich, and powerful.  Many say it is only a matter of time before it finds the way to extinguish the upstart.  The Altranative School utilizes strong relationships to make their way.

 The Steel Library Sages' recent alliance with the Alternative School of Magic has breathed especial new life into that group.  The Steel Libram is venerable yet shuttered, unused to the perils of politcking.  yet they are another group focuused on knowledge of all kinds.

There are also a few organizations that are the magical support for other groups, such as the Green Flame, the alchemist Branch of the Eye.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




Knighthoods and Martial Guilds
The knighthoods and fighting schools-Igbar have flourished in this near-war zone.  The Order of Stenron has a full barracks here.  The Blue Turtles also have a large chapter.  The Bowyers of Ceminiar, and the Order of the White Paladin both show decent sized followings.  There are dozens of fighting schools attached to the various churches in town to boot.  Most knighthoods are not mutually exclusive, so a well-known knight may be a member of three or even more orders.  The local Scarlet Pilums are an order of knighthood who also act as the security force of Igbar.  They were hired some fifteen years earlier as a temporary solution to Igbar's need of a City Watch; they are still there.  Though nearly defunct a decade before, the The Armor of Trade who are the Knights of Ogleic the Lord of the Scales, is rebuilding as a fashionable knighthood.
 

--------------------------------------------------------------------------------

 
[ooc]
'There is only you and your armor, once you take the field against the Zyjmanese or the Firehazers.  Do not believe the Stories of children that these are weak or barbaric people; they are as good with a blade as you are.  Your armor is your first  protection, and your honor is the other.  Make sure both are in perfect order, every day.  Those that are alive in a decade will thank me for my words.  Those that are not did not listen anyways.'

Garcellenti Euridios, Hobyt master Knight of the Order of the White Paladin

[/ooc]
 


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The Temples and the Godstraat
Which brings us to the religious powers in Igbar.  Igbar is a prefect example of the interwoven nature of religion into everyday life, as most guilds and other organizations have a patron or ally in a church or two.  The average Igbarian sticks his head into at least one shrine or Church every day; it never hurts being friends with the flock or the priests, and there is no such thing as having too much divine aid.



Many of the major churches have their central temples on the 'Street of Worship', also known as 'Godstrat' (Godstreet) in debased Westic.  It is the mark of a religion on the rise or in a position of power to be able to buy and maintain an edifice on this street.  This is the first left as one enters the North Gate, a wide road whith white-bricking on the ground.  There are three rounded arches all 25' high made of white FidikMarple and blacksteel.  One bears an image of gavel, a scimitar, and a shield, which are the sigils of the Lawful Triumverate.  The second arch has had the carving wiped off it, the third arch has a large scythe carved in it, the sigil of Darkling of Vengeance and Redemption.

Igbarians' love of art and sculpture show up in the temples motre than anywhere else.  Statuary, frescoes, and stained glass adorn the houses of worship, and each one has their artistic prizes.  

There are nine major churches in the town, and many more minor ones.  As in most Northwestern lands, it is typical of the folk to honor all gods to some extent, but each person will have a special patron or two.  The now-taken country of the Theocracy of Nebler lies to the east of Trabler, and most of the priesthood escaped into Igbar; but there is also a large Church of the Lawful Triumverate, (which includes Nebler, along with Rakastra and Abradaxus the harsh), so those two groups are at odds. The Church of the Solid Earth stands next to the Church of the Green Mother, Jubilex of Chaos and Change gathers worshippers next to Belial the True and Clear.  Arlieng the Guide has many shrines in Igbar, as does Ishma the Lucky.  Ogleic, Patron of Trade is worshipped to some extent by all, and Verbren the Tracker needs to be appeased to keep the beasts of the Herb Lands at Bay. The Church of Geryon, Master of the Wild Hunt, opposes the Church of Verbren at all turns.

More recently, the shrine of Woerter, of the Meeting and the Host, has gained a full church Status, and the Shrine of Kiminus the Whole have been gathering a flock.  The Kiminus group is also attracting all the itinerant Inkmisa worshippers.  Near the Docks there is a 3 sided stone shrine to the Sailor's Rest.
 

This is just the tip of the religious iceberg in Igbar.  Religion permeates Celtrician life.  A common greeting is "A Dou~his Ponder Hawaaka?", which tranlates to "Which god's house do you think today?".  This phrase is the equivalent of asking how a person's life is going, or even how they are feeling.  An average Igbarian probably visits a temple (Dou~his) every other day, or two out of three days.

Someone down on their luck might visit the Dou~his of lucky Ishma, someone depressed might visit Jubilex, the Patron of Irony, and farmers who are planning might visit the Church of the Green Mother or the Church of the Earth. Stopping by a church or shrine is also a very social event, and carries connotations uniquely Celrician.  Almost everyone is greeted by name, or in the case of travelers with the term "Kerma, Amigal!" (Debased Klaxik for 'Most Welcome, Friend').  Churches always have hot tea in the winters or chilled 'Kerri' (chilled, sweetened, and watered down Vneersberry wine) by the front door, and after respects are made to the icons, there are always sitting areas where elders gather and mothers and youngsters stop by.
VerkonenVreeg, The Nice.Celtricia, World of Factions

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