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"Forge Your Faith Upon This Anvil"

Contents

The Anvils

Formal members of Izurdin’s Forge, the Temple of Izurdin in Sultros, are known as Anvils. The Anvils are responsible for a wide range of duties among the isur from formalizing the naming of babies for recognition in the eyes of Izurdin to blessing the crafted work of others to attending community events and even political/economical gatherings. Traditionally led by members of the Vizerian clan, members of all clans can be found serving The Forge in multiple capacities. The Anvils are known for their stability as its general leadership has not changed drastically in over a millennium. This has led to a central organization with a rigid structure and high level of dependability. Every member has their assigned position and expected range of duties.

History

The existence of the Anvils goes as far back as the first mortal son of Izurdin, King Izurith. King Izurith established the foundation of Izurdin’s formalized worship when he set forth the Six Tenets of Izurdin’s Faith. It wasn’t until some time later that Lord Carnos Vizier Vizerian, founder of Clan Vizerian, turned those tenets into a structure of faith that would one day give birth to the Anvils. In the time before the Valterrian, the Grand Temple of Izurdin, known mainly as the Holy Forge, stood in Izurith City, the racial birthplace of the isur. It was the center of industry, innovation, invention and creation of all types of crafts for much of Mizahar. From the Holy Forge, the Anvils worked to spread Izurdin’s influence to all peoples of all races and encouraged creation, patience and strength to everyone they encountered. For centuries they were also responsible for the creation of all manner of items, each and every one of these crafts considered to be of unparalleled quality, beauty and power both divine and magical.

Then came the Valterrian. Isengir Izurus Sultros, King of the Isur and Champion of Izurdin, knew of the coming devastation days before it was to occur thanks to a warning from Izurdin. The God realized too late what would happen if Queen Kova were to be killed and immediately gave warning to the King. In turn, Isengir gathered the Anvils and spread word of the coming calamity. They worked as quickly as possible, spreading word throughout the great city in hopes of preparing the people for whatever may happen. None could have imagined the rising of a great volcano in the center of the city. With the aid of the Anvils, Isengir was able to organize the people enough to form an evacuation of the city just as fire and earth ripped up from beneath their feet. If not for the Anvils spreading the word of warning to the people, Isengir would not have been able to gather and save as many people as he did.

Following the Valterrian and before King Sultros brought the isur to the soon to be Kingdom of Sultros, the isur found themselves lost in the wilds of a devastated land. They were a race without a home, lost without hope and without purpose in a world that threatened to devour them both figuratively and literally. While King Sultros was the heart of the people; as long as he stayed strong so too did the people, it was the Anvils who maintained and supported the people’s faith. In the seasons that followed the Valterrian, the isur began to lose hope. How could Izurdin allow their home to be wiped out, their friends and loved ones to be burned and buried? How could he throw them out into the unforgiving world that had been warped and changed so drastically? How could he abandon them so completely? The Anvils provided answers to these questions. They preached that it was Izurdin who had given the King warning enough to save as many as he could. It was Izurdin who, by way of creating the perfect being in the isur, provided them the strength and patience to survive. It was Izurdin who did not abandon his children. Instead he had provided them the ultimate opportunity to exercise their blessings and grow as a people. Those who perished in the old city were now with Izurdin and would guide the survivors from the beyond. They would be reborn once more as isur and rejoin their people in time. The Anvils preached faith in King Sultros as well as Izurdin. When the King finally delivered the isur to their new home, the people realized all that the Anvils had told them was true. Their King along with their Divine Father had not only delivered them a new home but delivered them from oblivion.

As the Kingdom of Sultros was born and grew, a new temple was established, Izurdin’s Forge. From here, the Anvils continue their work and strive to maintain religious and cultural unity amidst growing diversity and conflict among the clans. However, no longer do they preach Izurdin’s will to the people for it was established upon the founding of the new Kingdom that the isur are indeed the true children of Izurdin and do not need others to remind them of this.

The Anvils in Present Day

The Anvils serve the isur in numerous ways. Of course they engage in the more traditional duties of naming babies, blessing both people and their crafts, tending to what few formal public religious gatherings occur and advising the various individuals and groups who make up the leadership of the Kingdom. The Anvils’ influence and duties have also spread to other aspects of life in the Kingdom. Anvils work side by side with Izurdin’s Hammer and the Sentinels of the Silver Tower in maintaining security within the Kingdom. They often advise craftsmen in their business tasks and provide a number of services to all people. These services include healing and medicine, access to what little written material was saved from the old city in the form of the Forge’s small but informative library, life planning as well as planning for one’s death and how their assets will be divided and numerous other tasks that before the Valterrian were not performed by the Anvils.

One of the most important and prestigious duties performed by only a select handful of Anvils is the maintenance and study of the few artifacts rescued from the old city’s destruction. These artifacts are of such craftsmanship, power and complexity that it is believed they hold the secrets to a possible rebirth of the entire race. Unfortunately, there are few left who have even limited understanding of these artifacts thus progress on understanding what secrets the items may hold is even more limited.

The primary purpose of the Anvils however has been and always will be the teaching and guiding of others in the crafting of any and all kinds of creations.

Places of Worship

Izurdin’s Forge is the primary place of worship for all isur. It is located in Sultros City and is the source of some of the greatest present day items ever crafted. Although it is the center of Izurdin worship among the isur, almost every family maintains a small personal shrine in their home or on their property. Every businessman and woman has a shrine in their place of business and every city building has one as well. There are larger shrines located in the various trading posts throughout the Kingdom and one in each of the four border posts. There are also small temples located in each of the other four clan cities that act as extensions of the Forge. Although maintained by members of the clan whose city the temple is built in, it is not unheard of to find Anvils of other clans working in these temples. An Anvil is one of the very few isur who may travel from city to city regardless of what conflict may be occurring between the clans. Harming an Anvil is not only a serious crime against the people but it is a crime against Izurdin. Punishment for such a transgression is among the most severe.

The Priesthood

The leadership of the Anvils is made up of isur baring the third mark of Izurdin without exception. The number of marks one possesses is an obvious sign of their connection to Izurdin and thus determines their influence among the people as well as their rank among the Anvils. Beneath them are those who have two marks. It is required of full members that they have at least two marks of Izurdin while also having successfully crafted an item of significance at the Forge. Those isur with only the mark of their birth may serve in lesser roles within the priesthood but are not considered to be Anvils. Each and every Anvil has a specific primary role within the priesthood and are expected to serve in that role with all that they are.

Training and Becoming an Anvil

Most Anvils begin their training in the confines of the forges within the Forge. There they commit themselves to achieving success in the smithing arts before they are awarded with the title and responsibilities of Anvil. Master smiths, with decades of experience as both creators of grand items and teachers of young apprentices, work hard to bring a disciple before the grace of Izurdin to be named an Anvil. Not all disciples embrace the art of smithing. Several achieve influence and a close connection with Izurdin by means of other crafts such as carpentry, masonry, sewing and just about any other form of crafting. These individuals are regarded as equals to those who engage in smithing as their craft of choice.

Those seeking to become Disciples of Izurdin must make contact with a current Anvil. They may do this at any one of the shrines located at the border and trading posts, one of the temples located in any of the four smaller clan cities of the Kingdom or Izurdin’s Forge itself in Sultros City. The potential Disciple, regardless of having one or two marks from Izurdin, is tested in their crafting ability. The test is relatively simple in concept and is given by an Anvil tasked for such a duty. The Applicant is asked to craft an item related to their specialty. The item must meet a number of requirements that may include specific form, material and purpose. For example, an Applicant skilled in blacksmithing may be asked to craft a pick with a handle made of a certain type of wood with an iron blade both baring etchings and carvings that designate the shovel as being for one who has devoted their life to constructing sculptures devoted to mining. The form the final product takes is up to the Applicant but must fit within the required parameters. Upon completion of the item and approval by the Anvil who presented the test, the Applicant becomes a Disciple.

Disciples are those who have been accepted into the Priesthood yet are not considered to be Anvils. Disciples are expected to work in the forges, crafting items and shaping their skills and knowledge to a point when they are ready to forge their first Artifact in the confines of Izurdin’s Forge. This preparation can take place in any of the other city temples or in the shrines of the border/trading posts but when the Disciple is ready, they must travel to Izurdin’s Forge to craft their Artifact. The Artifact is an item of personal significance and represents the Disciple’s devotion to serving Izurdin in a more profound way. Artifacts are always imparted with Izentor and must be crafted from the best materials the Disciple knows how to work with. They also always possess some amount of magecrafting which is paid for by the Priesthood. This magecrafting must test the limits of the Disciple’s knowledge of the discipline and serve as a personal symbol. For example, a Disciple may choose to craft a weapon as their Artifact but the weapon must have some personal significance for them as it relates to their faith. Of course they would have to be skilled in the use of the particular weapon and have a need for it. If a Disciple is a blacksmith with no real need for or skill in using a weapon other than a forge hammer, they would have no need for crafting a sword. The hammer however would have personal significance to them in that it is the tool employed in creation. It is what provides them with a living and with it they engage in the religious expression of their faith through smithing. They may then impart with Izentor properties dependent on their number of marks.

Single mark Izentor is self-explanatory in its imparted properties however dual-marked Disciples would impart properties tied to their faith such as helping to block out distractions and helping one focus on the task at hand or increasing an item’s ability to mold and shape certain materials thus enhancing the final product. The nature of the imparted properties is varied and possibilities are nearly endless but all are related to the item’s purpose and the crafter’s faith and nature.

The finished Artifact is presented to the High Priest for approval. If the High Priest approves of the Artifact, he or she will present the item to Izurdin for his approval. If Izurdin grant’s his blessing upon the item, the Disciple is granted a second mark from Izurdin if they only had one and is named Anvil by the High Priest. The new Anvil is presented their red and blue sash sporting a golden symbol of an anvil upon them. They are also assigned a position within the Priesthood. Assigned positions are related to the skills and knowledge of the new Anvil.

Izurdin’s blessing upon the Artifact takes the form of a minor improvement equivalent to a second property of a power level similar to those imparted through the use of his second mark. This nature of this property is up to Izurdin (in other words, DS or greater) and is always related to the nature of the Artifact itself and its overall purpose.

Assignments and Roles

While there may be other roles that an Anvil may fill, the following are the most common. Specific assignments given to Anvils are related to their roles and are given by ranking Priests and Priestesses.

Mentor – Works with Disciples; testing, training and developing Disciples toward greater understanding of their place in Izurdin’s grace through perfection of mind, body and spirit.

Advisor – Works with various individuals and groups outside of the Priesthood. They advise these people and groups in tasks and operations which the Anvil is skilled and knowledgeable in, always with the good of the Priesthood and the people in mind.

Hammer and Anvil – Blends the teachings of the Priesthood with those of Izurdin’s Hammer. It takes a special person to bridge these two organizations as they must meet all the requirements of both.

Magecrafter – Serves the Forge in the study and application of magecrafting. It is the one magical discipline allowed by the Sentinels to be studied outside of their influence. These Anvils work to expand the variety and potential of magecrafted items in the interests of the Priesthood.

Crafter – Serves as a primary crafter of items within the Priesthood. These divine artifacts are used by the Priesthood as well as presented to other isur who exemplify the Six Tenets of Izurdin.

Priests and Priestesses

Anvils who attain three marks from Izurdin are immediately granted the title of Priest to coincide with their status in the eyes of Izurdin. Priests(esses) form the leadership of the Priesthood. Their numbers are few but their influence is great. Each of the four cities outside of Sultros house a Priest(ess) in their respective temples. The same is true for each border post while trading posts usually only have a dual-marked Anvil. A Priest(ess) is responsible for giving instructions, giving assignments and offering suggestions to the High Priest in regards to roles given to new Anvils. They manage their respective temples/shrines and give guidance and support where needed. They answer only to the High Priest and to Izurdin.

Priests(esses) are also the only ones who are allowed to advise clan leaders or similarly influential individuals/groups. There are six priests(esses) assigned to Izurdin’s Forge who work under the High Priest.

Benefits

Anvils are granted a number of benefits upon attaining entry into the Priesthood as full members. The benefits available to an Anvil depend on their rank and sometimes their role and assignment.

Applicant – No benefits.

Disciple – Use of temple/shrine facilities for learning and training. Other than for the process of crafting their first Artifact, a Disciple must provide their own materials or purchase materials from the temple/shrine. Their use of the facilities does not include free materials.

Anvil – Free lodging at a temple/shrine and full use of related facilities. Materials needed for crafting items is provided free of charge as long as the materials are able to be worked by the Anvil as determined by the related crafting skill. Anvils are presented a special sash that signifies their position within the Priesthood and are granted safe travel to and from all five cities within the Kingdom, regardless of the Anvil’s own clan.

Priest(ess) - Unless assigned to Izurdin’s Forge, the Priest(ess) is granted their own temple/shrine. If there are no available temples/shrines, the Priest(ess) is granted a temporary post at Izurdin’s Forge until a temple/shrine becomes available. Priests are granted free lodging of course in their own temple/shrine or at any other one they may visit. They are granted free use of materials as long as their skill level in a certain craft allows for the use of such materials. They have the authority to present would-be Anvils to the High Priest and hold some amount of influence within the city they are assigned, regardless of their clan affiliation.

High Priest(ess) – Second only to the Champion as far as religious authority among the isur is concerned. The High Priest(ess) often works quite closely with Champion while also helping to advise the King. The benefits of being High Priest(ess) are impossible to quantify as the individual is so highly respected throughout the entire Kingdom and among the entire race that their every need or desire could be fulfilled.

Being Marked and the Priesthood

Not all who bare a second or third mark of Izurdin are considered members of the Priesthood. The Anvil’s recognize the fact that not every isur is able to serve as an Anvil even if they possess multiple marks from Izurdin. The Divine Father has a design for every isur. Those who possess two or more marks of Izurdin but are not part of the Priesthood are given equal respect based on the number of marks they possess (the strength of their connection to the Divine Father). This does not translate into equivalent benefits however. Lodging and use of facilities are granted to non-members on a case by case basis. Asking for such benefits without having them be offered first is considered an extreme insult and can result in loss of respect for the non-member in the eyes of the Priesthood (not a good thing).

The High Priest and the Champion

The relationship between Izurdin, his High Priest, his Champion and the people is rather unique. In nearly every relevant situation, the High Priest speaks for Izurdin. They are the head of Izurdin’s Forge and oversee all religious matters throughout the Kingdom. With faith and religion being an extremely powerful force among the isur, the High Priest carries a great amount of power and influence on par in many ways with the Council of Five and the King. Izurdin does not often appear in the flesh to his followers as he considers not doing so to be a test of patience. However, when it comes to the Anvils primarily the High Priest, Izurdin does in fact appear in the flesh and/or speak with them.

Izurdin’s Champion may also speak in the god’s stead. However, when Izurdin has named a Champion, it is usually for some greater purpose that may take them the furthest corners of the Kingdom and beyond on Izurdin’s behalf. Because of this, the High Priest and Champion are not normally one and the same. The Champion’s words carry nearly equal weight to Izurdin and the High Priest and the Anvils will defer to the Champion’s wishes.

The rest of the Kingdom looks to the High Priest as the ultimate authority when it comes to religious guidance and the Anvils as his/her extensions. Izurdin is quite open and honest when it comes to communicating with his High Priest and his Champion so that there is never any real conflict between the three of them as far as mixed-messages or misinformation.