Syliras
From Mizahar Lore
This article is about a location with its own forum to roleplay in. You can find it here. |
Region | Sylira | ||||||
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Notability | Population Center of Sylira | ||||||
Leader | Grandmaster Loren Dyres | ||||||
Population | 50,000 | ||||||
Races |
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Languages | Common | ||||||
Currency | Miza | ||||||
Imports | Art, Crafts, Trade goods | ||||||
Exports | Food (grains, meat), Currency |
Contents |
Syliras, the Fortress City of Peace, is a thriving fortress city on the inland coast of the Suvan Sea that is perhaps the strongest and most stable permanent settlement of humans anywhere in Mizahar. Newly born, Syliras is in no way a place that survived the Valterrian; instead it was carved out in the aftermath, when later generations came back to the inland region and began to rebuild. Strangely enough, as if the land around Syliras is sacred, no Gods wander openly here or rule within the city. Instead, it is a true collection of humanity, consisting of people from all across Mizahar.
This does not, however, mean that it is perfect. It has it's own challenges, just as any city does. Please read through the Drawbacks of Syliras for a better idea of the militant and iron-fisted rule side of things.
Climate and Agriculture
The climate of Syliras is characterized by hot, dry summers and mild to cool, wet winters. Most of the seasons are quite mild, rarely too hot or too cold. This allows the people of Syliras to raise a large number of crops, and in expansive amounts, even building an outpost specifically to oversee the farming fields called the Mithryn Outpost.
Spring
The premier growing season of Syliras, Spring marks the beginning of some of the most strenuous work for its citizens. The rains that usher the transition from Winter to Spring flood the basin of the Amari River and signal the beginning of the crop cycle. The first three weeks of Spring are spent hauling seed and grain from the city down to the Mithrin Outpost, and once the rains cease and the floodwaters recede (leaving behind a wealth of mineral-rich soil) the people of Syliras begin the long, intense process of growing enough food to sustain the population. Rainfall continues sporadically as Spring matures, and the temperature evens out to a steady 60-70°F.
Summer
Summers are balmy, with midsummer temperatures reaching around 70-75°F with the occasional day or two of warmer weather. They are characterized by clear blue skies, with barely any precipitation outside of the occasional thunderstorm. The cool breezes and lack of humidity are often said to be the only thing keeping the Syliran Knights from cooking in their armor.
Fall
As the seasons turn and the warmer days give way to the cooler ones, the Syliran Fields are harvested and then planted with all manner of winter crops such as grains, largely winter wheat, and root vegetables which are then harvested towards the beginning to the middle of the winter season. Temperatures range from 60°F in early Fall to around 40°F as Winter approaches. Rainfall increases a bit as the temperatures drop, but it still doesn't exceed more than an couple of inches.
Mid-Fall is also the time for harvesting the grapes used by local vintners, as the fruit must be gathered before the temperature drops below a certain threshold. If ever the weather seems to take a fast turn towards cooler temperatures, Loren Dyres will send a few companies out to help gather the precious grapes before the frost destroys them.
Winter
Temperatures in Winter can occasionally reach freezing, but it doesn't often happen more than a week or two during the darkest part of the year. However, in the depths of mid-Winter it's common for pre-dawn to lay a sparkling layer of hoarfrost across the grass and trees. Outside of mid-Winter, temperatures range from 40-65°F.
As this is the season where most of the significant precipitation occurs, it can get a bit gray and boggy at times, but the lack of bitter cold and only the barest hint of snow make it one of the easier winters to bear. The end of Winter tends to be much more wet than the rest - though by the time the rains move in, temperatures hover around 55-60°F.
Geography
Syliras lies on the western coast of Sylira and the eastern shores of The Suvan Sea. Newly built, Syliras is only approximately two hundred years old having been founded around an old coastal citadel of the Syliran Knights. It lies on the path of the The Kabrin Road between Taldera and Cyphrus, making it easily accessible by land or sea - assuming that one can survive either of those harrowing journeys.
For more information, please see the Map of Syliras Domain.
Infrastructure
Within the walls of Syliras, the city is set up in a fairly predictable caste: The Wall houses a few businesses such as Traveler's Row and the Windmount Stables, though there are only a handful of locations outside the walls of Stormhold Citadel itself. There is also a large outdoor courtyard, and perhaps a half-dozen short lanes that lead from the Main Gates to the castle itself. Since the vast majority of space within Syliras (roughly 90% of the property within the Wall) is located inside of Stormhold Citadel, any property with a window leading to the outside courtyard or one of the few lanes is considered of utmost value, and is extremely hard to come by.
For more information, please see the Map of Syliras.
The Castle itself is divided into four vertical Tiers, and further into Syliran Districts:
- The Fourth Tier, located in the basement of the citadel, is most famously known for the Great Bazaar in the Dyres District, which is the only business to be found in the Underground - though the greater part of the Soothing Water Bath lies within the Fourth Tier, the entrance is located on the Third Tier of the Nettle District. It also houses the Dra-Kalinor Laboratory of Magecrafter Devandil Nightshade. The greater part of the Fourth Tier serves as storage for Syliras' horde of grain and foodstuffs, as well as bunkers should the citizens of the city need a place to escape to.
- The Third Tier consists of the ground level of the citadel and is by far the most familiar among the people of Syliras. This vast, winding expanse of corridors and hallways houses most of Syliras' business as well as all civilian residential rooms. Some of the unranked Knights have suites on this level, and the Housing Authority can be found on the Third Tier as a convenience for those newly entering the city. As it is the ground level, all Districts are found within the Third Tier.
- The Second Tier houses the government facilities, offices, and officials of Syliras and their families. Most of the ranking Knights live on the Second Tier. This second-floor level consists only of the Dyres and Bittern Districts.
- The First Tier is the exclusive domain of the Grandmaster's offices, the Dyres family, the highest ranking members of the Knighthood, and all of their families. This third-floor level can be found on in the Dyres District.
History
Syliras was founded by the very same men who founded the Syliran Knights, and for much the same reason - to create a stronghold of civilization and a bastion of peace for mankind. And so the Dyres brothers gathered together the first Knights and built a fortified citadel on the shores of the Suvan Sea, calling it Stormhold Citadel.
In the two-hundred plus years since that time, the only thing that has changed about Syliras is the size of the citadel itself. As people made their way to Syliras and petitioned the Knights for protection, they simply expanded the walls of the castle, adding new corridors and additional rooms, until the castle itself grew to house the nearly 50,000 people who call it home today. It is by far the largest settlement in Mizahar, and is ruled entirely by the Syliran Knights and Grandmaster Loren Dyres.
Culture and Government
Syliras is overseen by the Syliran Knights, who play the part of both protectors and providers for its citizens. Every inch of property within the Wall is controlled by the Knights. They rule it with a benevolent hand - and an iron fist.
The city is welcoming of all races, though some are treated with suspicion and warned very clearly that they must follow the laws of the Knighthood or suffer grave consequences. They take the safety of Syliras very seriously, and anyone found disturbing that peace is dealt with swiftly and sternly. As such, there are no major crime syndicates; the Knights quickly ferret them out and destroy them before they can fester. Anyone found committing serious acts of crime will swiftly find themselves stuck on the end of a Knight's blade, and quietly disposed of.
Most of the people who make their homes here are widows or orphans who've escaped the dangers of the outside world and found solace within the city walls - or whose husbands and fathers have died in service to Syliras. Nearly everyone works, because while there is great mercy to be found here, there is little charity. Everyone must serve their purpose and contribute to keeping the city stable, and, simply put, if you don't work then you don't eat. Jobs can easily be found at the Employment Office, and anyone who wishes to join the Knights need only apply on the Second Tier.
The Laws of Syliras
Below are some of the laws established and upheld by the Syliran Knights. This is by no means all of the laws, but they are the ones that deal with the more egregious crimes. Anyone who grew up in Syliras is taught these laws at a young age, and any visitor to the city is responsible for learning the laws and abiding by them.
- Everyone is to conduct themselves in a civilized manner. Live life with honor. Working hard and sacrificing for the good of the whole will make the whole stronger.
- All races are welcome in Syliras so long as they act in a helpful, polite, civilized manner. The definition of helpful, polite, and civilized is subject to Syliran Knight interpretation and may change at any moment.
- All property in Syliras belongs to the Knighthood. Studios or suites are leased to individuals or families to live in. Businesses are owned by the Knights; a person who wishes to open a business may obtain space and starting materials from the Knights in exchange for all their profits, and will be paid a salary for their work. Anyone who damages or destroys any property within Syliras will be held accountable for the cost of the repairs, either through paying a fine or by an extended term of hard labor.
- No summoning is allowed in Syliras, especially within Stormhold Citadel. If something unsavory is summoned, it tends to eat the summoner and anyone nearby, leaving a mess for the Knights to clean up.
- Anyone practicing dangerous magic such as Fire Reimancy or Alchemy will be held responsible for any damage done to people or property within they city.
- Violence is heavily discouraged. Anyone who has been threatened or harassed should report such behavior to the Knights rather than take matters into their own hands (or, alternatively, take it outside the Walls).
- If you are any race other than human and do something to harass the human population (such as a Symenestra trying to kidnap a human female) then expect immediate and swift capital punishment.
- If you are human and do something uncivilized, you can expect a trial then a life of hard labor if you do escape capital punishment.
The Council of Three
This is the group that decides the punishment of those arrested by the Syliran Knights. The Council of Three is comprised of two Syliran Knights who have served for at least ten years, and a citizen of the city chosen by the Grandmaster.
When someone breaks the law and are not killed for it outright, they are brought before the Council of Three to argue their case and receive their punishment. It is rare for them to hand down a decision of death,because those who deserve it usually meet Dira before they see the Council. Minor crimes almost always carry a fine, and if the criminal cannot pay then they must work off their fine via hard labor for the Knights. The more heinous offenses will automatically earn a term of hard labor, sometimes for the rest of their lives.
Hard labor is served at the Lykolav Mines, in the Syliran Fields, or assisting in various construction projects in Stormhold Citadel. Laborers are paid the "Laborer" wage of 1 GM/day base pay.
Major Holidays
In-Development
Factions
The Syliran Knights
The Syliran Knights are an order of honor-bound men and women that joined together after the Valterrian to rebuild what they considered to be civilization within the wilderness. Founders of the city of Syliras, the Syliran Knights strive to keep the ideals of the slain God Sylir alive. Although the Order itself only has about 7.000 members, Syliran Knight activism is seen throughout the whole of Sylira and remote outposts in other regions.
The Council of Nine
The Council of Nine, often simply referred to as the Nine, is a social organization sponsored by the Knights as a way to help acclimate non-humans to the city of Syliras. It consists of a representative from nine different races who are responsible for answering any questions that those of their race might have and assist them in learning the ways of human civilization and what is acceptable behavior within the boundaries of Syliras.
The Nine include an Akalak, a Benshira, a Drykas, an Inarta, a Kelvic, a Konti, a Nuit, a Symenestra, and a Vantha.
Starting Out in Syliras
As a character, please note that your starting package does not include a cottage; instead, it includes a 20x20 apartment with the furniture listed in the Housing section. As it is the cheapest housing available, the apartment is situated deep within the interior of Stormhold Citadel and does not include any windows, only ventilation shaft to bring in fresh air. Each hallway is lined with torches which are kept lit at all hours of the day, allowing for light and giving residents free access to something to light their hearth from. A diagram is included below:
Alternatively, a character can start out in the Mithryn Outpost with a small one-story cottage. It is by no means fancy and only include a few windows, a living room which doubles as a bedroom, a small privy, and a small attic for storage. The cottage also contains very basic wooden furniture such as a single bed, a desk, a chair, and a storage chest, the hearth is located in one corner of the living room.
Locations of Interest
Please see Syliras Linkmap for complete list of locations.
The Syliran Fields
Located South of the Mithryn Outpost. Found about ten miles south of the walls of Syliras are the massive fields which provide most of the wheat and corn to be found in the city. This extremely fertile crescent, which lays alongside a small river whose banks flood each spring and provide rich nutrients for the soil, consists of huge tracts of cultivated land covering thousands of square acres. Easily reached by the South Kabrin Road, the fields are surrounded by a low stone wall, more of a marker than a way to keep people out.
This land, like all land in Syliras, is owned and completely controlled by the Syliran Knights. The farmers who work it do not own the land. They are simply workers, but very important and well-paid workers.
The Fields are patrolled by the Green Company of the 4th Regiment, and these Knights serve to protect the precious crops from both natural and intelligent enemies. The crops themselves are tended by a contingent of farmers who make their home at the Mithryn Outpost, a small village within sight of the Kabrin Road. Mithryn is heavily fortified, and when the farmers retire there each evening, they do so with a large number of highly-trained Knights to guard them while they sleep.
Evantide Tower
This outpost is found north of the city, just before the North Kabrin Road veers away from the coast to avoid the Cobalt Mountains. It is only about a day's ride from the city, though even that short distance means more wilderness than civilization to be found. It is a simple place, often considered sparse and gray by those more used to the bustle of Syliras, but anyone arriving from the Wildlands will attest that they've never seen a sweeter sight than this small castle.
Evantide Tower was originally simply a waystation for Knights traveling to and from the city, but a few traders settled against the base of its wall to provide both Knights and travelers with basic supplies. The Knights, in turn, extended the outpost with a wall to protect those who'd settled there. The Tower houses only one Company of Knights who patrol the area between Evantide and Syliras proper, and perhaps another thirty or so citizens.
Evantide Outpost is best known for being home to the Starcleaver Bounty Service.
The Miza Mint
Located in the Jordon District, The Miza Mint is the sole producer of the main currency in Mizhar, the Miza. As part of the Syliran Knights efforts to restore civilization to the world, they created a universal currency. After the idea was accepted, the Miza Mint was created to mass produce these Mizas. The Mint is a large building which houses twenty full time, highly skilled metal smiths and jewelers, who are carefully selected in order to keep the unique crafting process secret.
The Mint ships in several different kinds of lightweight stone and metals, used to create unique blends of metals, which correspond to the area the Mizas are shipped out to. Each Miza is unique, but all carry complex engravings and a particular gnosis from Xyna, making them impossible to duplicate. The Mint is run by Corvis Natalis, a high priest of Xyna and a renowned metal smith and jeweler.
The Tank
When a person finds themselves in trouble with the law, they're taken to a large holding cell in the northern-most district. Most of the Knights refer to it as the Tank, since it's really nothing more than a large circular room with a few benches and iron bars protecting the windows and the door. It isn't meant as a permanent punishment, it is simply a place for them to await their turn before the Council of Three. Someone can remain in the Tank for for anywhere from a few hours to a week, but their case will eventually be heard. However, anyone who commits additional crimes while in the Tank (such as assault or murder) is killed out of hand without the benefit of a trial.
The Ironworks
Located outside of Stormhold Citadel in Winthrop Alley, the Ironworks is the biggest forge in practically the whole of Mizahar, excluding Kalea. The gigantic forge boasts the capacity for ten forges going at once, all manned by almost fifty highly skilled metalworkers. It is run by an experienced Izur, Ros Vizerian, who keeps everything working smoothly and doesn't leave room for error. The owner of the forge also owns the humongous Lykolav Iron Mines, which makes for a very profitable business.
The Ironworks' original purpose was to supply the vast needs of the Syliran Knights, but weapons and armor aren't its only products. The forge produces anything from agricultural tools and nails to horseshoes and parts for wagon wheels. It is one of the true gems of the new surge of civilization.
Informative Threads
Information threads | ||
Syliran Knights | The Knightly order who founded Syliras and guarded it ever since. | |
Map of Syliras | Lore page containing the map of the Stormhold Citadel, with descriptions | |
Syliran Districts | Lore page containing information about the Stormhold Citadel's interior, complete with maps. | |
Map of Syliras Domain | Map of the wilderness surrounding Syliras, along with various locations. | |
Chevalier's Soapbox | More information on Syliras/Knights |
Part of the Geography series | |
Sylira Syliras · Zeltiva · Nyka · Sahova · Sunberth · Lisnar · Ravok | |
Cyphrus Endrykas · Riverfall · Kenash · Claridon | |
Taldera Avanthal · The Spires · Karjin · Novallas | |
Kalea Sultros · Alvadas · Kalinor · Lhavit · Wind Reach · Denval | |
Eyktol Hai · Wadrass · Malrion · Ahnatep | |
Falyndar Taloba · Charbosi · Zinrah · Syka | |
Major islands Akvatar · Darva · Mura · Black Rock |