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(Zeltiva Today)
(Added info from the Zeltivan Codex)
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| notability    = Trade and Educational Center
| notability    = Trade and Educational Center
-
| leader        = Lord of Council [[Maria Satterthwite]]
+
| leader        = Lord of Council [[Lile Frithisen]]
| population    = 20,000
| population    = 20,000
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| race1        = [[Human]]
| race1        = [[Human]]
| number1      = 90%
| number1      = 90%
-
| race2        = Other
+
| race2        = [[Svefra]]
-
| number2      = 10%
+
| number2      = 5%
 +
| race3        = Other
 +
| number3      = 7%
-
| languages    = Common
+
| languages    = Common, Fratava
-
| currency      = Miza, Zeltivan Nilo
+
| currency      = Miza
| imports      = Food, Metals
| imports      = Food, Metals
| exports      = Ships and Shipping Supplies, Timber, Academic Texts and Books
| exports      = Ships and Shipping Supplies, Timber, Academic Texts and Books
Line 23: Line 25:
==Geography and Climate==
==Geography and Climate==
[[File:Rsz_rsz_1222_o.jpg‎|frame|Zeltiva in Summer.]]
[[File:Rsz_rsz_1222_o.jpg‎|frame|Zeltiva in Summer.]]
-
Zeltiva is built on a narrow strip of flat land between the [[Zastoska Mountains]] and [[Mathews Bay]]. The only way into the city by land is over the [[Mirahil Pass]], which threads between two of the highest peaks in the Zastoskas. 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 funnelled towards the port by the bay and mountains, reducing the chances of piracy in and around Zeltiva.
+
Zeltiva is built on a narrow strip of flat land between the [[Zastoska Mountains]] and [[Mathews Bay]]. The only way into the city by land is over the [[Mirahil Pass]], which threads between two of the highest peaks in the Zastoskas. 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 climate is temperate, with four distinct seasons. Snow in Zeltiva itself is rare in the winter, but the mountains are often covered, and the easterly wind off the Bay (known to locals as the [[Bonesnapper]]), is intensely cold. Summers are warm and calm, with temperatures rarely exceeding 90 degrees F. Almost all of the flat land is occupied by the city itself, with less than 5% given over to agriculture. The mountains are covered in deciduous forest up to the treeline.
The climate is temperate, with four distinct seasons. Snow in Zeltiva itself is rare in the winter, but the mountains are often covered, and the easterly wind off the Bay (known to locals as the [[Bonesnapper]]), is intensely cold. Summers are warm and calm, with temperatures rarely exceeding 90 degrees F. Almost all of the flat land is occupied by the city itself, with less than 5% given over to agriculture. The mountains are covered in deciduous forest up to the treeline.
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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."
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."
-
==Locations of Interest==
+
==Law and Enforcement==
 +
On paper the city of Zeltiva holds its citizens to a well-defined set of laws that are designed to keep the peace. All citizens, including 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 Psyche, 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.
-
===The Old Quarter===
+
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.
-
A group of buildings at the extreme northwest of Zeltiva, approximately six square blocks, escaped destruction during the Valterrian due to its protected geography. These buildings, made of the local granite, represent one of the very few surviving examples of pre-Valterrian architecture.  
+
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.
 +
 
 +
===Laws of Zeltiva===
 +
'''⥼''' 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.
 +
 
 +
==Locations of Interest==
 +
 
 +
===The University Quarter===
 +
A group of buildings at the extreme northwest of Zeltiva, approximately six square blocks, escaped destruction during the Valterrian due to its protected geography. These buildings, made of the local granite, represent one of the very few surviving examples of pre-Valterrian architecture.  The district was once called the Old Quarter, but was renamed to the University Quarter in 518AV.
Half of the Old Quarter is now occupied by the University of Zeltiva. This includes the former City Library and Museum of Art, the closed archives of which are rumored to contain information that survived the Valterrian. The remainder includes upscale shops, the Lord of Council's official manor, and a few private residences, which have remained in the same families since before the cataclysm.  
Half of the Old Quarter is now occupied by the University of Zeltiva. This includes the former City Library and Museum of Art, the closed archives of which are rumored to contain information that survived the Valterrian. The remainder includes upscale shops, the Lord of Council's official manor, and a few private residences, which have remained in the same families since before the cataclysm.  
Line 63: Line 104:
The University is one of the main attractions of Zeltiva, and is also a major factor in its politics. It wields a high degree of power in the city, and organises many of the city's festivals and events.
The University is one of the main attractions of Zeltiva, and is also a major factor in its politics. It wields a high degree of power in the city, and organises many of the city's festivals and events.
-
==Notable NPC's==
+
===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.
 +
 
 +
===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.
 +
 
 +
==Notable NPCs==
UNDER CONSTRUCTION
UNDER CONSTRUCTION
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|thread2 = Echelons VBlog
|thread2 = Echelons VBlog
|desc2 = Even MORE information on Zeltiva
|desc2 = Even MORE information on Zeltiva
-
|url3 = http://www.mizahar.com/forums/topic19511.html
+
|url3 = http://www.mizahar.com/forums/topic76365.html
|thread3 =  Zeltiva Player's Guide
|thread3 =  Zeltiva Player's Guide
|desc3 = Zeltiva Player's Guide}}
|desc3 = Zeltiva Player's Guide}}

Revision as of 11:35, 21 July 2019

Zeltiva
RegionSylira
NotabilityTrade and Educational Center
LeaderLord of Council Lile Frithisen
Population20,000
Races
Human90%
Svefra5%
Other7%
LanguagesCommon, Fratava
CurrencyMiza
ImportsFood, Metals
ExportsShips and Shipping Supplies, Timber, Academic Texts and Books

Zeltiva is a city on the eastern coast of Mizahar, known primarily as a commercial and educational center, and a place of seafaring and study. Its shipyards build the fastest and most seaworthy vessels available. Travelers from across Mizahar come here because of the almost unmatched opportunities for commerce and learning. The city has a unique atmosphere, because two very different spheres of life collide. It is also one of the only remaining examples of the 'Old World', containing many pre-Valterrian structures and buildings.

Contents

Geography and Climate

Zeltiva in Summer.

Zeltiva is built on a narrow strip of flat land between the Zastoska Mountains and Mathews Bay. The only way into the city by land is over the Mirahil Pass, which threads between two of the highest peaks in the Zastoskas. 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 climate is temperate, with four distinct seasons. Snow in Zeltiva itself is rare in the winter, but the mountains are often covered, and the easterly wind off the Bay (known to locals as the Bonesnapper), is intensely cold. Summers are warm and calm, with temperatures rarely exceeding 90 degrees F. Almost all of the flat land is occupied by the city itself, with less than 5% given over to agriculture. The mountains are covered in deciduous forest up to the treeline.

History

No 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 an "old 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, produced 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.

Because of 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, fierce people with an insatiable curiosity. The University of Zeltiva is one of the finest institutions of learning left in Mizahar, and people from across the continent come there to study.

Demographics and Politics

Zeltiva is a city of about 20,000 inhabitants, making it one of the larger cities in Mizahar. 90% of its residents are human, with the other 10% being drawn from nearly all the other races in Mizahar, without any one predominating. Its large population is partly due to the growing student community in the city, with people of all ages travelling from across Sylira, and wider Mizahar, to study at the University.

On paper, the city is governed by a Lord of Council (the title is the same whether the Lord is male or female), who is elected by all adult citizens and serves a three-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.

Zeltiva Today

Zeltiva is a wealthy, but precariously balanced city. Although Zeltiva's marine power is unmatched, their army is small, no more than a few hundred, 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 Sunberth.

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."

Law and Enforcement

On paper the city of Zeltiva holds its citizens to a well-defined set of laws that are designed to keep the peace. All citizens, including 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 Psyche, 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.

Laws of Zeltiva

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.

Locations of Interest

The University Quarter

A group of buildings at the extreme northwest of Zeltiva, approximately six square blocks, escaped destruction during the Valterrian due to its protected geography. These buildings, made of the local granite, represent one of the very few surviving examples of pre-Valterrian architecture. The district was once called the Old Quarter, but was renamed to the University Quarter in 518AV.

Half of the Old Quarter is now occupied by the University of Zeltiva. This includes the former City Library and Museum of Art, the closed archives of which are rumored to contain information that survived the Valterrian. The remainder includes upscale shops, the Lord of Council's official manor, and a few private residences, which have remained in the same families since before the cataclysm.

University of Zeltiva

The University of Zeltiva is considered one of the finest institutions of higher learning in Mizahar. Most of its buildings are located in the Old Quarter, with the exception of the College of Navigation. The main building itself is divided into a West Wing and East Wing. The former teaches more traditional subjects via the College of Applied Skills, while the latter has a magic, and experimental focus in the College of Scholars. Almost any conceivable subject is taught here, by some of the most learned instructors.

The University is one of the main attractions of Zeltiva, and is also a major factor in its politics. It wields a high degree of power in the city, and organises many of the city's festivals and events.

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.

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.

Notable NPCs

UNDER CONSTRUCTION

University:

The Docks


Other Links

Information threads
Paragon's VBlogMore information on Zeltiva
Echelons VBlogEven MORE information on Zeltiva
Zeltiva Player's GuideZeltiva Player's Guide