Over the years, I've developed a rather large amount of information regarding the Isur, Izurdin and all manner of related topics. Even with all of the available info, there is still room for more elaboration on various aspects of the race. I want to lay some of it out here and then try and get it adapted into the Lore. One of the things that I feel I need to expand upon involves the differences between isur who live in and around the Kingdom and those who do not. The overwhelming majority of the current info on the isur, aside from the racial basics, is geared more toward what I will refer to here as, "True" Isur. These are the isur who live in and around the Kingdom and accept Izurdin as their primary deity although other marks may also be found. Family, clan, race and Izurdin are the driving aspects of the isur's life. A "True" Isur may in some cases be one who was born and raised within the Kingdom but for one reason or another left. These isur still maintain most of the qualities that their Kingdom-bound brethren hold dear but carry them on in places far from home. Izurdin is still the driving force of their religion although other deities may have placed their marks as well. The Kingdom may not be as important to these isur but it is a part of them and is never forgotten. These isur are not ones who have been banished or otherwise forced out of the Kingdom. They have left on their own for reasons that do not blatantly go against the values the isur hold dear (this can vary depending on the clan of course). An "True" Isur does not assimilate well into other societies because they still hold many of the racial prejudices and biases that have developed over centuries. While they may learn to adapt to life outside the Kingdom among non-isur, they never truly fit in. Now, "True" Isur, both Kingdom-bound and Wanderers (another temporary term), are accepted into isur society within the Kingdom. The majority of the established information on the isur applies to these individuals. This includes access to Citadels, Clan Cities and organizations such as The Anvils, Izurdin's Hammer and the Silver Tower. However, these things are only available with the understanding that the individual maintains a good standing with the Kingdom or at the very least isn't in bad standing. When it comes to the organizations, Anvils are the most common type of "True" Isur found outside of the Kingdom. This is because carrying the word of Izurdin to the outside world can be seen as a religious calling. In Pre-Valterrian times, the Isur were often regarded as teachers and engineers who used their industrial knowledge, great patience and immense strength to better the lives of all races. Although such things have faded drastically and in many ways went the opposite direction, for the Anvils, it is still something that many regard as an important part of their faith. Izurdin's Hammer is almost exclusively Kingdom-bound as they are the primary defenders of the Kingdom from the outside world. One does not become a Hammer and then simply leave the Kingdom to go on their own as doing so only serves to weaken the Hammer against outside threats. Exceptions may include reconnaissance missions but even then it would only be to locations not all that far outside the borders of the Kingdom. Sentinels of the Silver Tower, like the Anvils, may be found outside of the Kingdom performing duties for the Tower or taking on questions/missions to retrieve information/secrets that may be beneficial to the Tower. That said, this only happens to a rare few and even then only to those who have somehow proven they are loyal, trustworthy and stable to the Tower and to the Kingdom. This brings me no to what I will call for lack of a current better term, "Fringe" Isur. Fringe Isur are those who have been born and raised outside of the Kingdom or who have left for one reason or another and do not carry on the qualities that the "True" Isur value so dearly. They may or may not remain devoted to Izurdin. They may remember or have heard of the Kingdom but do not claim any loyalty to it. Due to their distance, both physical and metaphysical, from the Kingdom and their race as a larger whole, they find it easier to assimilate into non-isur societies. They may even become valued, productive members of these societies. This would be the isurian smith working in a non-isur city for example. They are more easily accepted by these same societies as well. They stand out from non-isur however not in an awkward way but more as a unique, gifted, respected individual. Unfortunately for the "Fringe" Isur, their separation from the Kingdom leaves them being viewed by the "True" Isur as only a little bit better than a non-isur. The perception is that by never having been much of a part of the Kingdom, the "Fringe" Isur is more out-of-touch with what it is to be a "True" Isur. While this may not necessarily be true, it is the perception and perception is everything. As a result, a "Fringe" Isur will find it basically impossible to ever be accepted as a member of Izurdin's Hammer as the Hammer are fanatical about the Kingdom and its protection. Also, the Silver Tower would be against taking on a "Fringe" Isur as an Initiate because of the perceived high probability that the individual would take the knowledge they've gained from the Tower and use it elsewhere for purposes not supported by the Tower. The Sentinels are EXTREMELY possessive of their secrets and magical knowledge to the point of eliminating those who dare go against their wishes. Remember, the Pitrius Clan controls the Tower and they are not the most accepting of the Clans to say the least. The Anvils are a bit more tolerating and accepting of "Fringe" Isur than the other two organizations however their fanatical faith in Izurdin ties them inevitably to the Isur as a race. If an isur does not accept both Izurdin and their race as the driving forces in their lives, the Anvils, while remaining tolerant, will not accept the individual into their ranks. An important item of note regarding magical pursuits; "True" Isur prefer magecraft to all other forms of magic although the Sentinels do offer training (to the most deserving) in Reimancy, Voiding, Shielding, Alchemy, Glyphing, Magecraft and Summoning. A "True" Isur will never engage in the use of Flux and practicing Leeching is seen as an extreme form of weakness also not found in "True" Isur. Malediction is also frowned on as it is seen as a lesser form of magic than Magecraft. For "Fringe" Isur, Malediction isn't seen in such a bad light as they do not have access to the Magecraft resources found in the Kingdom. Leeching is still not seen as acceptable and Flux is still never sought after. One form of "Fringe" Isur is the one who rejects Izurdin and/or their race as being a positive, driving force in their life. These are the isur who have been banished or have left on negative terms. They may also be ones who have never been in the Kingdom and have no real care about it or the pursuit of those qualities that "True" Isur value. These isur are regarded by "True" Isur and may even other "Fringe" Isur as being no better and even much worse than a non-isur. They are never allowed into the Kingdom and would likely be killed if they tried to get in. Otherwise, these isur may enjoy lives lived among non-isur and even become successful, welcomed members of those societies. So how does one know if their character is to be considered a "True" Isur or a "Fringe" Isur. To sum it up, if your character is devoted to Izurdin as their primary deity (yes, you can still have marks from other gods but Izurdin is the most important), has strong ties to their isur family and clan (meaning you have been born and raised in the Kingdom and have not separated from either on bad terms), views their race as the most precious (may still be accepting of others but the isur are most important) and keeps the good of the family, clan, race and Izurdin as a high priority in life or at least a driving motivation, then the character is generally going to be considered a "True" Isur. If your character was not born and raised in the Kingdom or maybe was but has not maintained strong ties, does not see themselves as a part of the Kingdom; maybe only giving a nod to it at best, considers their real home to be anywhere other than the Kingdom, places any deity above Izurdin, acts in ways that do not hold the family, clan, race or Izurdin as important, driving factors in life (or maybe just gives a simple half-hearted nod to such things), chances are your character is a "Fringe" Isur. I want to clarify however that neither type is better or worse than the other. They are simply different and enjoy different benefits. If a character can be considered a "True" Isur, they can benefit from all that the Kingdom has to offer. If a character is a "Fringe" Isur, they may find more acceptance in the outside world and may navigate it much easier and with greater results. The problems only really come into play when a "True" Isur tries to extend the benefits they get from the Kingdom to the world outside or when a "Fringe" Isur tries to partake in the benefits of the Kingdom. While I am on the topic of the Isur, I want to address a few more elements that I have yet to detail in the Lore. The first thing is the Sentinels of the Silver Tower. The Sentinels are a unique entity in not just Mizahar but among the isur as well. Unlike many other magical institutions in Mizahar, it does not attempt to compete with Sahova nor does it try to mimic it. The Silver Tower is a creation of the Pitrius Clan with a primary purpose of managing the practice of magic use throughout the Kingdom. It is not a research facility or a center of learning where all isur may find a home or even an outlet for their magical interests. The Sentinels monitor magic throughout the Kingdom and either assimilate it if it is deemed beneficial or eliminate it if is deemed a threat. Those who are brought to the Tower are taught how to practice magic responsibly in service to the Pitrius Clan, the Kingdom and Izurdin, basically in that order. There is no room for failure so if one does not live up to the expectations of the Instructors and the Elders. Thus, one does not fail and then continue on practicing magic out of the sight of the Sentinels. Getting accepted as an Initiate at the Tower isn't always voluntary either. If one is found to have the potential for practicing magic or is already practicing it, they are approached by a full Sentinel and given a choice, either come to the Silver Tower for evaluation or risk banishment from the Kingdom or even death by refusing. One does not simply apply to the Tower or get sent there. They have to be approach by a Sentinel or have some sort of family tie to an existing Sentinel who then brings them to the Tower to be tested. From there, one of two things happens. First, if discovered by a Sentinel and brought to the Tower, the would-be Initiate must pass the three Tests, one of the mind, one of the body and one of the soul. If they pass, they are made official Initiates and work with Instructors to develop an area of study that would best suit them and the Tower. If they fail, they usually die as a direct result of the failure or are otherwise "removed" due to being perceived as a threat to themselves and the Kingdom as a whole. If one is accepted as an Initiate due to family ties and/or due to someone at the Tower having an expressed interest in the person, they are allowed some time to prepare themselves for the Tests before having to take them. During this time, the Initiate is allowed to remain in the Tower and are taught a bit about the Sentinels and the Tower including how it all came to be, the history of magic among the isur and the importance of the Tests. This is meant to provide the Initiate with at least some context as to why they are at the Tower and the importance of being there. The Tests come when the Initiate least expects them. They are a mixture of illusion, hypnosis and real, physical hardships. The tests are meant to sift through the weak of body, weak of mind and weak of soul for these three aspects of an individual must be solid if they are to be of any use to the Tower and to the Kingdom. If the Initiate is able to pass the tests to the satisfaction of the Instructors, they are named an Apprentice and are granted the right to study magic at the Tower. Their studies are meant to mold and shape them into becoming full Sentinels who are capable of not only managing magical practices in the Kingdom but also able to defend the Kingdom from outside magical threats. It cannot be expressed enough that the Tower is VERY strict when it comes to its teaching of magic. The Pitrius Clan founded and operates the Tower. They are secretive, defensive and brutal when it comes to their knowledge of magic. They do not take anything related to magic lightly. This is why "Fringe" Isur are not allowed to study at the Tower. That said, if a "Fringe" Isur were to be discovered practicing magic within the boundaries of the Kingdom, they would still be approached by a Sentinel. How would a Sentinel know that an isur is not a "True" Isur? Remember that all Isur are born with the mark of Izurdin and all who share the same mark can recognize one of their own. Among the Isur, this is amplified due to the racial religious fanaticism shared by all "True" Isur. When a "True" Isur meets a "Fringe" Isur, both can feel the strength of one's bond to Izurdin and that feeling is what clues a Sentinel in to just how devoted to the race an isur is. It's not an immediate detection kind of thing where the isur knows everything about another isur. It's just a feeling one has as to how close one holds family, clan, race and Izurdin. While many isur may perceive and react to this feeling differently than others, the Sentinels have only one perception; if you waver at all, you are not worthy. Now, on to Izurdin's Hammer. Becoming a Hammer is to some extent, much easier than becoming a Sentinel. That being said, it is still far from a simple task. A would-be Hammer must present themselves to a ranking Hammer and request formal evaluation. They present their qualifications, have someone, preferably another Hammer, backup their claims, and then they must duel an existing Hammer in a wrestling match. It doesn't really matter if they win or lose as it all comes down to how they performed. Of course if they lose and lose bad, they won't make it in but if they put forth a good effort and it shows, they have a good chance of making it. In the end though, only "True" Isur with EXTREME devotion to family, clan, race and Izurdin will be allowed to join and even then, only those who show unwavering loyalty to the King and the Kingdom will make the final cut. The Anvils, as mentioned before, are the most open of the three groups. To become a member, one must be unwaveringly devoted to Izurdin above all others. They must also show exceptional ability in crafting, be it blacksmithing, carpentry, jewelcrafting, etc. While devotion to family, clan and race are extremely important, there is none more important than Izurdin. This is the only group that may, I repeat, MAY, accept a "Fringe" Isur into their formal ranks but only if that isur can show that their faith in Izurdin is the driving force in their lives and that their family, clan and race combined come in at a close second. |