Dardura Sheva

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Regional Information
Population: 500,000 (50% Humans, 10% Elf, 10% Firbog, 10% Aelwyn, 5% Orc, 15% Other)
Capital: Dardura Sheva
Government: 6 District Governments, 1 Senator per District, City Senate made up of the nine Senators
Justice System: Trial by Jury
Major Religions: All Major World Religions except for Azahak
Imports/Exports: ale, arms, cloth, furnishings, grain, leather goods, livestock, pottery, refined metals, and all other sorts of finished goods

The Sapphire of the Southern Realms, The Resting Place of Gundar, The Fortress, these and many other names are used to describe the great metropolis of Dardura-Sheva.

Dardura-Sheva (DHAR-dur-AH shee-VAH) is more than just a great metropolis, it also encompasses thousands of miles of territory around this magnificent city of ancient origin. Dardura-Sheva is also the many smaller villages and towns that live in the shadow of the city among the hills and plateaus that surround it.

The current population of the metropolis is 300,000 (with another 200,000 in the surrounding 500 square miles) and covers an area of hills known as the Hills of Aragyr. The whole of the metropolis, that which is considered Dardura-Sheva Proper is 2 1/2 miles in diameter with another half to three-quarters of a mile beyond the grey-white walls of the city proper. This area is known as the Shanty and is made up of many blocks of apartments, encampments and other buildings that have sprung up around the city and for those individuals that cannot find suitable or available locations in the city. The Shanty is low-walled portion of the city that has much activity in it as the city does, both day and night.

Dardura-Sheva is governed by a ruling senate that is made up of one individual from each of the 6 sections of the city. Each senator represents his sections people in the Senate Council. Every law, measure, statute, improvement or action that involves the city or one of the nine sections is voted on with the majority winning the vote.

Law and its enforcement is handled by each section in its own manner, but each section maintains the same basic laws as set by the Senate. Legal cases are heard in the Magistrate Courts that are located in each section of the city. Trials are heard before the appropriate Magistrate and at the end of the trial the presiding Magistrate hands down his judgment and thus binds all parties to that judgment.

No one is spared in the judgments. Race, sex and even social class is not a factor in the judgment. To maintain this, every Magistrates identity is concealed through magical rings that they each are given. In addition, they were masks and the same purple robes that help diffuse their appearances. Finally, when a Magistrate retires he or she hand selects their successor. The magic rings, known as the Rings of Khara, not only conceal the identity of the Magistrate, but they also erase from the memory of the old Magistrate and the new Magistrate any knowledge of the former, thus protecting them further. Retired Magistrates often will setup counsel services after their stay as a Magistrate. Magistrates serve a term of 10 years.

The city is best known for its overall appearance and the four Gates of Kralis that stand in the center of the city. The whole city is veiled in green, white and blue. There are hundreds of miles of roads in the city and thousands of miles of subterranean corridors, hallways, and dug out passages.

The Sapphire City lies in the northern half of the Southern Realms,just north of the Aham Mountains and south of the Desaryn Mountains that separate the Southern Realms from the Western Realms. This region is known as the Emerald Plains, as the entire area around the city and its holdings is a wash with thick, dark green grass that gives off a sweet sugary smell. Dardura's boundaries are controlled by the Knights of Dardura and the massive 20'-30' thick wall that has been constructed around Dardura Sheva proper. The wall, known as the Crown, stands just over 50' in height and is large enough to allow wagon traffic to move freely on it. The wall surrounds the city and uses the natural lay of the hills upon which it was built as additional reinforcement.

The Crown has eight different gates: the South Gate, the North Gate, the East Gate, the West Gate, the River Gate, the Sun Gate, the Moon Gate, the Emerald Gate. Beyond the walls of the Crown, the city of Dardura is packed with homes, gardens, parks, businesses and more. Buildings are stacked upon each other looking like oddly stacked boxes and creates.

The city is divided into six districts. These are respectively called, Southern District, Western District, Northern District, Eastern District, Senate District, Trade District. Divisions between these districts is not obvious to visitors of the city, but natives know the boundaries. Many of the districts are labeled with large signs indicating when you have arrived into a specific district.

Beneath the city the subterranean world is as large as the city itself. After hundreds of years of war beneath the city and the creation and fall of many different cities below the surface there are many different networks of underground passages. The most well known is the sewer. The sewer is an assembly of many levels, often using the ruins of the ancient cities as channels. Many of the channels are 20' wide with 5' walkways on either side of a 10' wide 10' deep trench. These are fed by hundreds of smaller minor channels that can be crawled or swam through by man-sized beings. Most of the city has large storm drains covered by iron grates that allow access water in the streets to wash down into the sewers. Most of these are locked either by physical locks of magical locks.


Contents

Life and Society

Given the enormity of Dardura Sheva, life within and around the great city is a grand assortment of the very best and worst of cultures and traditions from all over Kralis. As a city it attempts to maintain a fair existence by balancing the needs of the various races, believes and philosophies. With such diversity in cultural standards many through out the world believe that there exists a specific set of social classes, each with a set of rules. For the most part citizens of Dardura Sheva put less importance on class and social level than most of the greater cities through out the world. Natives of Dardura hold fewer prejudices against folk due to race, belief or philosophy, than the most of the cities and towns of the world, but there still remains a rigid "code of conduct" amongst the races.

Despite the varied racial views of those within Dardura, most retain and adhere to a "Be and Let Be" attitude.

Home Life

In such a racial diverse city the size of Dardura, there is little room for racism. Yet, those of the same race tend to gather together in specific parts of the city creating racially exclusive neighborhoods or sections of the city. This is not to mean that elves and dwarves never live in the same general area, but rather there is a tendency for those of the same race to "stick together." Many times through out the city neighborhoods are easily distinguished from each other by the culture of the race. The close proximity of living within the city has promoted the racial neighborhoods, for good and ill.

In a cramped city like Dardura Sheva, there is a need to live in close proximity to one another, and often for the same space on the ground to be used for more than one purpose. Most buildings serve as both workplace and living quarters for those that own and work the shops and businesses. Often times whole sections of a neighborhood is built around a single workplace where fellow guild members, landlords, immediate families as well as extended families live in various portions of the buildings crowding around the workplace.

This is not to mean that everyone stays in the same house through out the day nor that everyone works in the shop or business that the living quarters are attached to. Each family member of those that share the living quarters have specific roles that they play through out the day. Those that do not work in the nearby shops are often up hours before the beginning of the day and are moving through-out the city to their various jobs. Both men and women tend to perform many of the same functions, but there is a tendency for women to be more involved with the living areas, often preparing communal meals for those that live in the shared living space, before they too leave to gather daily supplies or earn wages themselves.

Customs, Etiquette and Dress

Dardura Shevans, despite their racial backgrounds, are a social bunch. They live, work eat and relax together. Despite the diversity and size of the city, the most ubiquitous custom of the city if the natural courtesy that the city fosters. Nearly all, Shevans have a deep seeded sense of fairness and justice. This has led toward an observance of difference towards women within the city, and often results in the menfolk being responsible for the protection and livelihood of their families. But this does not by any means indicate that there are fiercely independent women supporting themselves or their own families. Nor is it uncommon to see both husband and wife working outside the home or running a business.

There are very few private homes within the "working districts" of the city where one family dwells alone. Instead, the homes are often clustered together in large lodging houses and buildings that serve both as workshops and residence. Most of the living is done in the back or surrounding the workshop or business where the homes are often quartered off physically.

Many of the lodging houses are built and maintained by the various Guilds or Fellowships of the city. Quality workers of the various industries are invited to join the Guild or Fellowship. The organizations have a strong political voice within the city, but more often serve as focal points for the lives of their members.

Standards of education vary. Often this depends on two factors: racial and cultural views. Children are often apprenticed into work within their early adulthood (which varies depending on the race), for humans this happens to be around the age of 15. Many children are not even taught to read and write, while others attend schools run by the Scribes' Guild or should the family be prosperous enough garner private tutelage. Some Guilds organize lessons for the children of their members, if it is required. Nearly all boys undertake training in arms prior to any apprenticeships, spending a few weeks a year with the City Guard or with a training troop such as the Knights of Dardura.

A number of young men and women wed immediately, this is of course varied for each race, but it generally occurs within the same time frame that they are being apprenticed. The common marriage ceremony is generally a simple and joyous occasion, taking place in the early evenings within the grooms household or Guild.

All manner of dress and garb can be found through out Dardura. There are no specific laws relating to dress. Cultural influence heavily reign in the manner of dress that is seen on the streets. For the most part common menfolk dress in a long loose fitting shirt, a close-fitting waistcoat, tight-fitting breeches or light cloth pants and some form of belt, either leather or colorful cloth. Depending on the seasons footwear varies from leather sandals to leather boots. Most woman's garb is quite different. Most are many layered of contrasting colors. They tend to wear dress, or blouses and skirts. These all tend to be loose fitting, many will add a tighter bodice or apron as needed. Sleeves are left flowing and not bunched at the wrist. Depending on the season women will don a shawl or cape. Woman's hair tends to be put up into buns, pulled back into pony tails or even gathered into banded nets or ribbons. Like men, depending on the season, women will either wear leather sandals or soft leather "ankle boots."

Guild livery can only be worn legally by guild members only. Coats of arms are often left to worn by the nobles of the city, but these are often worn in signet rings, or pendants. Servants of these nobles often wear overcoats emblazoned with the nobles coat-of-arms.

Nobles tend to dress in finer cloth than the commoner. They wear any sort of dress without worrying about breaking any social norms. In general,nobles of both sexes wear similar style of clothing as do their common counterparts, but with more refinement and color.

Mercenary and adventuring companies tend to wear the garb that they often do their work in. They will wear their "markings" of their organizations openly.

Law and Order

There are two types of law within Dardura Sheva: the Common Law and the Codex. For its purpose the "Common Law" are mostly informal and take the form of customs which if not heeded will lead to ostracization of the offender rather than punishment. Most of the "Common Law" adjusts as you move about the city and through the various racial neighborhoods.

The Codex are the civil laws that all citizens of Dardura must adhere to upon punishment. As a rule citizens of Dardura are, by and large, a law-abiding society. Much of wealth comes from the people earning their living by trade-crafts that are then sent through-out the world via the Gates, because of this there is a great respect for property. Much of the lawlessness comes from the great number of visitors that come through the gates and the surrounding land. There is a great presence of city guard through out the city, with watch stations placed at each of the intersections of the main thorough-fares of the city. These are manned by 40-50 city guardsmen. These buildings are home to guard barracks, court rooms, and dungeons. Each of the watch stations are responsible for all the activity within their section of the wards. Wards are generally divided up into 4-5 neighborhoods. The watch patrols and monitors these areas night and day in groups of four to six individuals.

Watch patrols will seize and arrest persons that have broken any of the Codex Laws. Two to three of the patrols members accompany the accused immediately to the appropriate watch station to a Magistrate . The remaining patrol members remain on patrol or if it is necessary they will assist or protect victims, abandoned property or infiltrated homes or shops. When performing arrests the patrol members will employ non-lethal attacks to disarm and capture those that do not stand and surrender when they are challenged. If lethal attacks are required they will do all they gain to cause non-life threatening attacks, such as hits to the arms and legs. Only in extreme situations are the patrols allowed to employ killing attacks. Patrol officers that must kill in a line of duty are subject to truth seeking spells, if they are found innocent of wrong doing they are not charged nor held financially responsible for the deaths they caused. If a suspect is found suspect of the crime by the Magistrate , they are held until a jury can be found and a trial can be conducted to determine their guilt or innocence.

Codex Law

The Codex Legal is the body of law that is used by Magistrate and juries to determine the guilt or innocence of the accused. Crimes are weighed against the reasonable discretion of the Magistrate if the accused is found guilty by the jury. A single act can result in multiple charges. Accused persons are able to appeal any decision and must do so within 14 days. The accused are given access to legal representation should they be unable to defend themselves.

The codex is made up of three categories or plaints: Crimes Against the City, Crimes Against Citizens, and Crimes Against Officials. There are eight types of sentences: Death, Exile, Mutilation, Enforced Labor, Imprisonment, Fines (payable to the City), Damages (payable to the injured party), and Edict Against Convicted (public ridicule and announcement forbidding the convicted to do something). Within the plaints there are four types of crimes: Minor, Lesser, Serious, Severe.

Crimes Against the City

Severe:

  • Treason - Death
    • Murder - Death or Enforced Hard Labor (life)
    • Spying or Sabotage - Death or Exile (life)
    • Illegal use of the Gates of Kralis - Exile (life)
    • Poisoning of City Water wells and/or aqua firs - Death
    • Defiling a Holy Place or Temple - Death or Exile (life)

Serious:

  • Fraud - Exile (15-30 years)
    • Fencing - Imprisonment (2-10 years)
    • Manslaughter - Exile (10-20 years)
    • Justified Murder - Exile (up to 5 years)
    • Repetition of Lesser or Minor Offense - Imprisonment (up to 1 year), Fine (up to 1,000 Silver) and Edict
    • Bribery of a City Officer or Official - Ban (15-30 years)
    • Unlawful use of aerial ships - Fine (up to 1,00 Silver)
    • Arson of Public Building - Enforced Labor (up to 5 years), Fine (up to full restoration of loss)
    • Theft of Official goods - Imprisonment (up to 6 months)
    • Tomb Robbery - Enforced Labor (up to 1 year), Fine (up to 1,000 Silver)

Lesser:

  • Unlawful Entry into City - Ban against further entry and Fine (up to 500 Silver)
    • Unlawful Dueling - Imprisonment (up to 6 Months)
    • Blasphemy Against Foreign Representatives - Imprisonment (up to 6 months) and Fine (up to 500 Silver)
    • Operating a wagon, coach or other transportation in a dangerous or deadly manner Fine (up to 500 Silver) and Imprisonment (up to 1 week)
    • Causing a Riot - Imprisonment (up to 6 months) and Fine (up to 500 Silver)


Minor:

  • Vagrancy - Imprisonment (up to 1 week)
    • Littering - Fine (up to 100 Silver)
    • Curfew Violation - Fine (up to 50 Silver)
    • Brandishing a Weapon in a threatening minor without cause or self defense - Fine (up to 250 Silver) and Imprisonment (overnight)
    • Public Drunkenness - Imprisonment (overnight)
Crimes Against Officials

Severe:

  • Treason - Death
    • Murder - Death or Enforced Hard Labor (life)
    • Impersonation of a Senator - Death or Exile (life)
    • Impersonation of a Magistrate - Exile (life)
    • Forgery of an Official Document - Exile (life)

Serious:

  • Theft of Official Documents - Exile (15-30 years)
    • Impersonation of a City Watchman or City Guard - Imprisonment (2-10 years)
    • Manslaughter - Exile (10-20 years)
    • Repetition of Lesser or Minor Offense - Imprisonment (up to 1 year), Fine (up to 1,000 Silver) and Edict
    • Bribery of a City Officer or Official - Ban (15-30 years)
    • Willful Disobedience of a City Law - Enforced Labor (up to 5 years), Fine (up to 1,000 Silver)

Lesser:

  • Unlawful Hindrance of Official - Fine (up to 500 Silver)
    • Blasphemy Against City Official - Imprisonment (up to 3 months) and Fine (up to 250 Silver)
    • Assault on City or Temple official - Imprisonment (up to 6 months) and Fine and (up to 500 Silver)

Minor:

  • Impeding City Workers - Imprisonment (up to 1 week)
    • Attempting to Defraud City Official - Fine (up to 100 Silver)
    • Lying to City Official - Imprisonment (up to 1 week) and Fine (up to 150 Silver)


Crimes Against Citizens

Severe:

  • Murder - Death
    • Arson - Death or Enforced Hard Labor (life)
    • Rape - Death or Exile (life)
    • Forgery - Exile (life)
    • Unlawful Slavery - Exile (life) or Enforced Hard Labor (life)

Serious:

  • Robbery - Exile (15-30 years)
    • Burglary - Imprisonment (2-10 years)
    • Theft of Livestock - Exile (10-20 years)
    • Repetition of Lesser or Minor Offense - Imprisonment (up to 1 year), Fine (up to 1,000 Silver) and Edict
    • Excessive overcharging of loan interest - Fine (payment recovery of excess overcharged to victim)
    • Wanton acts of violence (tavern fights, fights in privately owned businesses or residence - Enforced Labor (up to 5 years), Fine (up to 1,000 Silver)

Lesser:

  • Damage to Property - Fine (up to 500 Silver)
    • Deadly Assault on Citizen - Imprisonment (up to 3 months) and Fine (up to 250 Silver)
    • Illegal hindrance of a shop's business - Imprisonment (up to 6 months) and Fine and (up to 500 Silver)

Minor:

  • Battery - Imprisonment (up to 1 week) and Fine (up to 100 Silver)
    • Attempting to Defraud Citizen - Fine (up to 100 Silver)
    • Excessive Noise - Imprisonment (up to 1 day) and Fine (up to 150 Silver)

Spiritual Life

The religious observances of the city are for the most part informal for the greater population. Yet, there is a strong vein of religion that runs through the city. Most do not actively pursue religious observance, but nearly all whisper invocations of blessings from the goodly gods and curses of the darker gods. Most Shevans have a reverence for the gods. There is one temple for each of the gods save that of Azahak, at least operating in the open. There are hundreds of shrines to the gods through out the cities in alcoves, parks, and homes.

Art and Architecture

With the varied racial population, the city is awash in color. The majority of the city is made of a combination of wood and stone. Most buildings feature arches, stone colonnades and vaulting, tiled roofs with flat slopes. Upper stories overhang lower stories and there are many archway bridges spanning over the streets below linking buildings together. Most buildings are built from the white granite quarried from the surrounding hills. This is a pale white, dark speckled stone that has streaks of blue or green flowing through it. More expensive homes use a polished marble overlay hiding the granite beneath.

All the streets within the city proper are made of fitted grey, stone brought in from the quarries of the prison quarry (Dul Garan). There are eight major streets, known as promenades, that extend to the center of the city from each of the eight different gates. These are 25' wide and are the most maintained. Avenues within the city ore 15' wide, while minor streets and by-ways are 5 to 10'. Many of these are "tunneled" over by overhanging upper stories of buildings, giving them a dark and ominous feel.

Promenades and avenues all have access points to the sewer system below the city. Streets have minor drainage points that drain into the larger sewer system beneath. The access points are sealed by heavy iron lids that are locked with heavy locks. Access points generally occur where avenues and the promenades intersect.

In the more refined Senate District there are offset stones that rise above the streets that provide a separate walkway other than the street.

Spaced every 25' to 50' are large oil or magically powered street lamps that hang over the street providing a golden light in the night. Those that are not magical are hand lit.

Commerce

Dardura Sheva is well known for its trade and commerce through out the world, as most of its success comes from the use of the Gates of Kralis to quickly and easily reach far reaching points of the world. The city's craftsman produce every sort of finished good which are built in the workshops and large factories of the Trade District. Vendors sell all the items and materials imported by the city from stalls and shops, as well as carts, up and down the many miles of the city's streets. Cart vendors often continue to sell well into the night after those that run stalls and shops have closed their doors. Most anything can be purchased within the city:goods, services, and information. Those looking to buy generally ask the District Wardens or the numerous porters running up and down the city streets.

Like most cities, nations and kingdoms, Dardura Sheva accepts most coinage from all over the world. Dardura Sheva has its own mint. Foreign coins must be traded into bankers or bookkeepers for the proper Darduran coinage.

Traders and vendors must obtain a license to sell their goods within the city, those that do not are liable to a tax on goods that pass through the city's gates. This is usually a 10% tax of the value of the good as assessed by the City Wardens at the gates. Those that dispute the assessment must seek a Writ of Tax from an arbitrator from an appropriate Guild or Fellowship. This has a flat fee that must be paid at the time the arbitrator makes his appearance.


Major Features

Gates of Kralis

Dardura Sheva is unique among nearly all the cities within Kralis. There are a number of cities within the world that have a single Gate of Kralis. Only Dardura Sheva has four of the gates. They are built upon the Hill of Halambri along with the Senate District. The four gates exist just outside the Inner Crown and are open to the Eastern and Southern Districts. They are known as Julik, Qurat, Bilat, and Myron.

Julik ad Qurat are smaller gates that face the Eastern District, and are used primarily for the passage of beings to the various known other gates. Bilat faces Kanas' Way and rests in the Gate Alcove just south of the Way of the Sun and the Musicians Court. It is a large gate that allows for large parties, wagons and carts to easily pass. The largest gate, Myron, faces directly south and opens into the Court of Lands. This gate is large enough to allow 50 men abreast to fit through with room on each side. It was through this gate that the Ancient Fire Dragon Hularathakinzar, 1000 S.R. in the Year of the Dark Moon, stormed the city and wrecked massive destruction before it was slain by the Knights of Dardura.

The gates are magically protected by the Guild of Mages who are directly in charge of opening and using the gates. They are further guarded by powerful steel golems. The gates are rarely used, being reserved for highly important shipments, or the arrival or departure of important individuals (ambassadors, royalty, etc.). Twice per year during the Spring and Autumn equinoxes the gate is opened to allow merchants to come and go for 24 hours. When this occurs it occurs under heavy security at both ends of the gate to prevent dark powers and enemies of the City from using this time to attack the city.

Coliseum of Hadak

In the Northern District, no building or structure is more magnificent than that of the Coliseum of Hadak. Built in the Year of the Red Lion, 890 S.R., the Coliseum is a vast open arena that is host to many public gatherings. Its main purpose is for gladiatorial combats, duel resolutions, and the occasional festival of the beasts.

Dragons Eye Theater

Situated on the lower southside of the Northern District near the Inner Crown sits the Dragons Eye Theater. Established in 1359 S.R. Year of the Dryad's Song, it has been become known as the heart of entertainment. Singers, actors, playwrights, and acrobatic troupes all fight for a spot on the weekly roster of entertainers. Owned by Harlin Brightdawn (15th Rank Briarfoot Aelwyn), the Dragon's Eye scouts out talent from around the Southern Realms and beyond, only inviting those with extraordinary talent to perform on the ancient stage.

Palace of Julthar

The Palace of Julthar is the most exquisite of all buildings within Dardura Sheva. It is the ancient royal family home to the Julthar family. The Julthar's arrived in Dardura Sheva in 2940 SR: Year of Hekta from the Eastern Realms exiled from Ahamkara. The quickly established themselves as a predominant merchant family with ties to many different nations in the Southern Realms.

Guiltar Race Fields

Situated in the center of the Northern District sits the Guiltar Race Fields. Built completely of quarry stone and finely chiseled. It is 600 feet long and 250 feet wide. Where the Coliseum is used for gladiatorial events, the Guiltar Race Fields are used for racing competition of chariots, horses and runners themselves. The races occur once a week and the very best of racers from as far away as the Empire of Resha come to compete in these races.

City Dungeons

Built in the early centuries of the city's existence the dungeons, also referred to as the Long Dark, are a deep complex of tunnels and prisoner cells. There are four levels to this massive complex. The most commonly used level is the first level and is used primarily for minor crimes and overnight stays. It also houses the barracks for the dungeon watch. The second and third levels are used for those that have committed greater crimes and have been sentenced to a year or more within the dungeons. Finally, the fourth level of the dungeon is reserved for those criminals that have proven a great threat to the city as a whole, this often includes powerful spellcasters, renegade jinhuur, and creatures from other dimensions. This fourth level has been magically sealed with protections to keep creatures and beings from summoned, teleported, phased or able to pass to other planes of existence or dimensions. All the levels of the dungeon are well lit and are kept clean from debris and water by the Waterwright Fellowship.

Airship Platforms

The Eastern District is filled with these wooden and stone platforms from which airships to and from Dardura Sheva leave on an hourly basis at all times of the day and night. The Eastern District, is the Dock District for the city and as such it is often filled with less than favorable visitors. There are simply hundreds of docking platforms that ships of all sizes use, from the great steam-powered airships to the small dragoons and lesser skive ships use.

The Crown

As impressive as the Coliseum, the Palace, and the Guiltar Race Fields are, there is nothing more impressive than that of the city wall or the Crown. Dardura Sheva is an urban citadel standing tall against the WildLands and the foul beasts and creatures that live in the wilderness in the region. The the Crown, so named for the 16 towers, 2 at each gate, is of great height and incredible thickness. It is made up of three layers. The internal structure is made of the finest granite from the quarry. The second layer is a mixture of course lime, granite stones and packed sand that was heated to an incredible hardness. The final layer is a thin layer of white granite that is whitened to a slick sheen so that the sun is highly reflected in the morning and evening sun.

The wall is thirty feet and stands 50 feet in height, at its top it narrows to just over 15 feet thick. Here the parapet is rounded so that grappling or climbing iron cannot find purchase. Combined with the slick sheen outer walls climbing the Crown is near impossible (TS of 100). Spaced evenly between each of the towers of the Crown are Watch Galleries. These galleries can be individually locked down or sealed so that no one can enter them should it be required. Each gallery is 100 feet wide and extends out over the wall into the city by 15 feet. Each is stocked with bows, bowstrings, arrows, bolts, preserved food supplies, canisters of fresh water, torches and lamps. Each gallery door is made up of a central pivoting stone door that can be locked from within.

At each of the eight gates tick, round towers, one on each side of the gate, interrupt the wall give it a 'crown" like look.

The Inner Crown

Like the Crown, the Inner Crown protects the heart of the city and the Senate District should the Crown be lost to an invading force. The Inner Crown is as thick as the Crown is and is filled with numerous secret tunnels into the city and the Senate District. It is also rumored that the Inner Crown is filled with a great magic that in times when the city is being invaded the Inner Crown forms a Mystal Barrier preventing anything from entering or exiting the area.

City Sewers

Beneath the streets of the city lies an intricate maze of tunnels, passages and waterways that make up not only the city sewer and water supply but the lower city as well as access points to the the ancient ruins of the various underground dwelling beings that have fought over this area for thousands of years. The swers and drains carry away the city's water. Water from the Shining River is brought into deep reservoirs within each of the various districts.

There are many access points to the labyrinth of tunnels, there is a major access point at each of the major crossroads of Promanades and Streets, with many more smaller access points located through out the city.

Larger portions of the sewer and waterways are 15 feet across with a number of them being only a few feet across.

The sewers are well known highways for those that do not want to be caught or seen by the watch or common citizens. As such the sewers have developed a sort of underground city feel that hides behind brick walls, perpendicular passageways, false doors, and dead ends.

Major Organizations

Guilds

There are twenty-two Guilds and Fellowships in Dardura Sheva. They serve two purposes: to gather workers that produce the same or similar sorts of goods together so that the economy of the city are achieved, and also to provide a fellowship, a sort of club, where workers in the same industry can join in order to gain political and social benefits. The majority of the Guilds and Fellowships are not overly restrictive and formal. All business within the city must be licensed and it is much easier to obtain a license as a member of one of the Guilds or Fellowships.

All Guilds and Fellowships require a modest contribution from its members. This fee helps to pay for administrative costs and the upkeep of communal holdings that are ran by the Guild or Fellowship. Membership to these is not compulsory, though as stated above they come with other benefits. Many Guilds and Fellowships provide accommodations for those that do not have them, such as a common sleeping chamber, meeting place and eating chamber. All Guilds and Fellowships have a great hall where they hold meetings, festivities and other activities.

Each year, as set by the specific Guild or Fellowship, the Guild or Fellowship an election of leaders occurs. Only three leaders are allowed to be nominated The election of the leader, also called the "Warden", is democratically elected with the nominee who garners the most votes wining the position for the year. Generally, once established these Wardens rarely fail to be re-elected each year.

Guilds are made up factions that represent more detailed work or specialty. Factions are made up of individuals that are specialist in performing a singular job. This does not mean that a person cannot be a attached to more than one faction, just that they are better able to focus on their singular job more often.

Armorers

There are a many armorers through out the city. Most are found within the Trade District and are often separated by the racial ethnicity of the city. There are elven armorers, minotaur armorers, human armorers but the majority of the work belongs to the dwarven armorers. These men and women are highly skilled in the shaping of steel, iron and the rare red steel. They are also responsible for the making and the licensing of weapons. Each weapon they make comes with a writ of use that bearers of the weapons must keep on their person at all times, and must present them to Watchmen when they are asked for. This guild is the primary supplier of weapons and armor by the demands of the City Guard and the Knights of Dardura.

Current Warden: Ulir Tanil (15th rank Dejah Human)

Artists

By far one of the smallest fellowships within the city, yet they are the most diverse and seem to be constantly having an internal struggle or faction fights. This Guild includes every sort of "artist" from painters and sculptors to musicians and dancing. These guildsmen and women are often used by the city to enhance the look of the city, repairing aging statues and detail work within the city owned halls, as well as other Guild and Fellowship Halls. Street entertainers also hail from this Guild.

Current Warden: Rodhel Hared (20th rank Briar Kin Aelwyn)

Bakers

Scattered through out the city, and often with several in the same neighborhoods, the Fellowship of Bakers produce a wide range of baked goods, from loaves and buns to sweet cakes and pastries. Bakeries begin their days several hours before the break of day and they continue to produce baked goods until the late afternoon at which point they close their doors for the night.

Current Warden: Anru Via'Sylth (13th rank Tavia Elf)

Clothwrights & Embroiderers

The clothwrights and embroiderers are responsible for the manufacture of every thing "cloth" within the city. They manufacture every sort of garment, banners, bedding, table cloths, handkerchief, tents, pavilions, etc., that are needed by those within the city. Their goods are then purchased and sold within the various shops through out the city. Like the Armorers Guild, this Fellowship is kept busy producing the clothing and uniforms for the City Guard, Knights of Dardura, and the Senators.

Current Warden: Junnu Karith (13th rank Dejah Human)

Cooks

Like the Fellowship of the Bakers, the Guild of Cooks are made up of every sort of cook and chef through out the city. Most of the cooks are employed by hostelers, innkeepers, and the occasion tavern where food is served. The Guild is also made up butchers, cheesemakers, winemakers, and makers of ale and stronger spirits.

Current Warden: Skol Orstag (12th rank Mekronus Dwarf)

Glasswrights

The Glasswrights Fellowship are the manufacturers of every type of glass from thick sheets of window glass, to bottles, phials, drinking ware, lenses, along with a host of other glass items. They are responsible for the care of all the glass windows within the city and are often contracted by private owners to repair and manufacture glass items as well.

Current Warden: Cionach Azhdur(13th rank Bikaszarn Minotaur)

Healers

While the core of healing of wounds is left to the Churches that provide the service, the Healers Guild is used primarily to tend to patients that are sick from plague, poisons, minor wounds, etc. They are also responsible for the creation and cultivating the various herbs used for herbalism and alchemy.

Current Warden: Lurik Hanwyn (18th rank Junde Human)

Hostlers

There seem to be countless inns and taverns through out the city, this is further enhanced by a great number of hostels and guesthouses scattered here and there. Within these walls food and rink are served as part of a general fee that includes board and lodging. Tavern owners often have contracts with local hostels or guesthouses in which they can send weary tavern customers.

Current Warden: Joslyn Redfi(16th rank Dejah Human)

Ironsmiths

While armorers are responsible for the manufacture of armor and weapons, it is the responsibility of the Ironsmiths Fellowship to provide the the unworked steel, iron, bronze, or the rare Red Steel. They supply sheet, bar, rod and wire forms of the various metals. Located towards the backside of the Trade District, several large foundries can be found operating nearly every day and night as they work with the raw material. Nearly every Guild or Fellowship that requires worked metal purchase their need from the Ironsmiths.

Current Warden: Kyrraych Jewlskull (20th rank Athdeha Dwarf)

Jewelers

The Jewelers Guild is the most deliberate and alongside the Silversmiths one of the oldest Guilds within the city. They are responsible for the creation of the most beautiful works of gems, jewels and worked silver. They are also responsible for the conversion rates of jewels for silver through out the city.

Current Warden: Iram Urishu (18th rank Forest Gnome)

Lampwrights

The Fellowship of the Lampwrights is primarily responsible for the maintenance and proper use of the hundreds of thousands of city street lamps through out the city. They are also involved in the creation of everything from desk lamps. lanterns, chandeliers, telescopes, sundials, etc. They are also responsible for the creation of the oil and candles that are used through out the city to light these works of art.

Current Warden: Uric Darksto (12th rank Dejah Human)

Leatherwrights

The Fellowship of the Leatherwrights are made up cobblers, stitchers, toolers and tanners. Their workshops are scattered through out the city, with a large tannery located in the Trade District near the foundry of the Ironsmiths. The guild supplies shops and sellers with everything from simple leather buckets, to elaborate leatherworked boots, belts, bags, packs, and more. The guild uses every type of animal hide that they are given, specifically they use sheep, goat and cattle hides for the majority of their work, but have been known to tool and work other hides of monstrous creatures including those of dragons.

This guild is also the source of the various leather armors that many people wear within the city.

Current Warden: Giela Ruughstun (18th rank Deja Human)

Locksmiths

The manufacture and creation of all types of locks used by everyone from shopkeepers to the Senate is done by those that are a part of the Locksmiths Guild. There are a number of branches within this guild. They create everything from locks, bolts, keys to intricate devices with multiple moving parts.

Current Warden: Thom "The Lock" Bluefeather (21st rank Shire Kin Aelwyn)

Mages

The Fellowship of the Mages are made up of various practitioners of the Art. It is this fellowship that the city relies on for magical aid when it is required. Of all the various Fellowships and Guilds, not Fellowship is more divided into factions than that of the Mages' Fellowship. Unlike, the other Fellowships of the city the Mages' does not directly manufacture items (other than the rare magical items), rather they are often used to investigate magical occurrences as well as they are responsible for the functioning of the World Gates.

Current Warden: Ammara Dra'nith (18th rank Tavia Elf)

Potters

The Potters' Guild are the main manufacturers of every type of stoneware found within the city. Their small shops dot the city and provide every sort of tableware for the common folk of the city that are not able to afford the more expensive silver or pewter wear.

Current Warden: Sigul Glacyru (15th rank Forest Gnome)

Roofwrights

With the amount of roof space that the city has, someone has to be around to maintain it. The Roofwrights' Guild maintain and build all the roofs through out the city. They make the various colored roof tiles, slate tiles, and carved wood tiles.

Current Warden: Marcus Brighteye (18th rank Dejah Human)

Sages

The Guild of Sages are are one of the more respected Guilds within the city. They are keepers of knowledge within the various small libraries and house of books. Nearly half of the population of sages are young men and women of various races that have a fanatical devotion to their studies and reading. They are the fountain heads of knowledge for the city. They are often hired out by the city for research. Many hire themselves out as lawyers, translators, mathematicians and other such jobs.

Current Warden: Alustrial Ry Lunia (21st rank Druas Elf)

Scribes

The Scribes Fellowship are concerned with record keeping and providing services rather than manufacturing products. Those of the Fellowship include persons available for writing, copying, translating, teaching, accountants and other jobs of this specialty.

Current Warden: Bishop Turnstone (2oth rank Junde Human)

Silversmiths

One of the oldest Guilds within the city, the Silversmith Guild are responsible for various works made of silver, copper, gold, pewter and bronze. They are also responsible for the minting of the city's coins.

Current Warden: Uraki Juch (15th rank Mekronus Dwarf)

Stonewrights

One of the eldest of Guilds, the stonewrights are made up of the masons of the city. They are the builders and maintainers of most of the city. The Stonewrights are one of the few guilds that travel to and from the Dul Garan working stone into smaller more manageable pieces that can be further manipulated to fit the specific jobs they are hired to do.

Current Warden: Uraki Juch (15th rank Mekronus Dwarf)

Traders

The Guild of Traders are a very tight group of individuals that are made up of the street vendors, shopkeepers, stall vendors, etc. They are responsible for the selling of the wares that are produced by the various other Guilds and Fellowships. Most carry only a few items, while others carry all sorts of items.


Current Warden: Jonathan Illwright (30th rank Dejah Human)

Waterwrights

With such a large city such as Dardura Sheva, the Fellowship of Waterwrights are responsible for the upkeep of the city's water supply. They devised the system of getting fresh water into every part of the city through the use of pewter piping as well as getting waste out of the city through the various sewer systems.


Current Warden: Kuch Vachir (19th rank Dracizdin Dwarf)

Woodwrights

Like the stonewrights of the city, the Fellowship of Woodwrights is responsible for maintaining the various wood buildings and infrastructure that is not built of stone. They produce the grand doors, window frames, wood floors, furniture, carts, wagons and so on that is used by the city and commoners.


Current Warden: Hurth Bluestar (15th rank Shire Kin Aelwyn)

Secret Societies

Most of Dardura Sheva is built from close-knit, complex set of interrelated organizations. All are open and recognized officially by the Senate and the city. It is hard to believe that there are organizations that hide behind false fronts and facades in order to escape recognition by the Watch or the Senate. While a majority of the city knows little or anything of their existence there are rumors in the air about them that nearly every citizen knows.

Thieves Guild

The vast majority of the citizens of Dardura Sheva know that the Thieves Guild, also called the Blunt Dagger, exists. Proving it is another matter altogether. The thieves guild are made up of every type of individual one could think of. From lowly street scrubs to more exotic Northern District Nobles. It is a motley group of individuals. They are a ell organized, well oiled machine and its members hold only one code of honor: do not endanger the city.

There are two groups of operation within the guild. The first, called the Fingers, are made up of pick pockets, petty thieves, smugglers, fences, street scrubs (hustlers) and cut purses. The second, known as the Hand, is smaller in size but is far more organized and skilled. It is comprised of highly trained, and talented thieves, burglars and smugglers. They are the ones that devise and execute the grander more audacious thefts within the city. The smugglers are well known for their ability to obtain any number of nefarious goods.

They have many connections within the city to several of the guilds, and include one major front Khalimar's banking and merchant operations in the Northern District. While the city has their greatest influence this extends far beyond.

The current leader of the Guild is a 20th rank Shire-kin Aelwyn known as the Dark One.

Assassins Guild

Very few individuals even know that an assassins guild exist and they more often than not find out as a knife is slipped between their ribs or they have the taste of bitterness in their throat from a drink they just ingested. There are a handful of these individuals within the city, and none except the One, knows them all. Whenever a job is requested, the One "activates" the most appropriate agent for the job.

The assassins guild is also responsible for attaining vital information as requested. It has been rumored that even the city has used them in specific situations, most recently when the city was being threatened from an outside extra-dimensional attack.

The Court of Decay

The Church of Azahak has been for the most part banned from nearly every free city in the known world, and in every city where this is the case, the Court of Decay has found a foothold in the darkness.

The church is said to be hidden deep within the many layers of ruins of the undercity. It is host to many dark things that erupt into the city an a number of occasions. The city has spent many long hours searching for its location so that they may utterly destroy it. These all have proven futile and have ended with the loss of many lives.

Through out the city, in dark back alleys, small shrines to the dark god have been built, and as quickly as they are destroyed by the Church of Elal, another one springs into existence.

The Chimera Ring

Founded in 732 S.R. in the Year of the Green Flower, the Chimera Ring is a society of spellcasters. It is a group of neutrally aligned individuals whose main goal is to support the laws of the city and come to her magical defense. They only accept those that are neutral in their decisions and behaviors, those of an evil bent are rejected, and those that join in an attempt to perform great acts of evil will be dealt with appropriately and harshly.

All within the group must abide by the following rules:

  • Magic is to be used only against enemies of the city that are using magic itself as a form of attack
  • Never Openly Use Magic
  • Never identify yourself as a member of the Ring
  • Never use magic for deceit
  • Seek out items of evil to destroy them (if possible) or hide them from mortal hands

The Ring is made up of 100 to 200 spellcasters. This number fluctuates as members leave the Ring to go adventuring or to assist in mattes of the City, where their actions would go against the rules of the Ring.

The Order of the Dark Sun

Despite the fact that there has not been a large organized group of Tishra Qal since the fall of the organization in 1539 SR: Year of the Red Seas. The Order of the Dark Sun is a minor organization of Qalun dedicated to the protection of the city from unseen dangers as prescribed by their code. They are made up of 15 individuals and lead by Myrth Ry Lunia a 20th rank Jinhuur elven Grand Master. While not exactly a secret organization they do little to make their presence known, except for the occasional event that causes some of their individuals to be seen in action.

They work constantly with the city in an effort to rid it of the Court of Decay. Most of their members hail from the Guild of Sages or the Fellowship of Scribes.

The Order of the Shining Star

The Order of the Shining Star is a band of adventurers that have sworn fidelity to each other and the towards the causes of peace, freedom and justice not only within the city of Dardura Sheva but also within the surrounding lands of the city. The Order has created a number of powerful enemies as well as a number of powerful allies. The Order often interacts with the Knights of Dardura, as well as the City Guard, Watch, The Chimera Ring and The Order of the Dark Sun.

The Order is known to use the hill of Girah, a small hillock located just south of the city and covered in thick forest. They use the natural cave systems within the hillock as their base of operations.

Churches and Religious Orders

While only those that worship Azahak are forbidden from the city, all other religions are welcome. Despite the openness there are only six major temples within the city three of which are in the Northern District, and one each in the Western, Eastern and Southern Districts.

These are: The Church of Life, Temple to Elal the All Father (Northern District).

The House of the Earth Mother, Temple to Gishra (Northern District).

The House of War, Temple to Hadak Master of War (Northern District).

The Temple of Law, church of Magnara Lord of Questions (Western District).

The Conventicle of Healing, church to Daemah the All-Healer (Southern District).

The House of Luck, church dedicated to the Goddess of Fate, Akiri (Eastern District).

The Grand Library, church dedicated to the God of Knowledge and Wisdom, Odiryn (Senate District).

City Armed Forces

The city is protected by two distinct groups: the City Watch and the Knights of Dardura. The City Watch is made up of six garrisons, one for each of the Districts. Each Garrison is made up of 150 to 200 men and women of various races. In addition, each garrison has a priest and a mage attached to them.

  • Southern District: District Chief Marcus Ruilan (19th Rank Dejah Human), Assigned Mage Lur Via Sylth (20th Rank Tavia Elf), Assigned Priest of Elal Gurch Jach (18th Rank Mekronus Dwarf)
  • Northern District: District Chief Dursgov(18th Rank Orias Firbog), Assigned Mage Nathan Lucsyr (18th Rank Junde Human), Assigned Priest of Elal Rothom Undersong (19th Rank Dejah Human)
  • Eastern District: District Chief Esskal Kith (15th Rank Junde Human), Assigned Mage Remi Gurdic (20th Rank Dejah Human), Assigned Priest of Gishra Buric Kinsmith (20th Rank June Human)
  • Western District: District Chief Maret Junith (18th Rank Human Dejah), Assigned Mage Tankim Issirus (15th Rank Tavia Elf), Assigned Priest of Magnara Beloch Taich (21st Rank Mekronus Dwarf)
  • Senate District: District Chief Isom Granstyn (20th Rank Forest Gnome), Assigned Mage Connor Darius (20th Rank Dejah Human), Assigned Priest Of Elal Arlhei Juun(17th Rank Dejah Human)
  • Trade District: District Chief Riri Ghalsu (15th Rank Human Dejah), Assigned Mage Alhor Junit (21st Rank Junde Human), Assigned Priest of Daemah Thaey Grumshield (18th Rank Orias Firbog)

The Knights of Dardura are an elite corp of men and women that has been tasked with the general defense of city of Dardura Sheva and the lands that surround it. This area of protect is roughly 500 miles in diameter. The Knights are divided into 10 companies that are made up of 4-5 Troops with each troop composed of 300-500 men. No more than 3 companies at any one time are within 1 mile of Dardura Sheva. The others are stationed at one of seven other locations through out the lands that surround Dardura Sheva.

Each company has the following types of troops: 75-150 Light Cavalry, 75-150 Heavy Cavalry and 100-200 archers and foot soldiers. Finally, in addition to the fighting men, each company has 50 officers and another 15-20 staff who are permanently in charge of the various garrison houses and to serve as messengers, mapbearers and such.

Major NPCs

Bishop Sandstone


Free Areas

Minor Organizations

Inns

Taverns

Homes

Merchant Stores

Personal tools
Kralis Living World