Answers to General Questions About the Isur
Money, what type do they use? If Miza how do they get it? If barter how does it work? I know the write up says Miza yet I want to know more of how it works in the system and how they get it other then export which is down the list.
The Isur do indeed use the Miza as their standard of currency. Their adoption of the Miza came about through trading with outsiders via the various trading outposts the isur operate through the Kalea region. While they are self-sufficient, the isur are of course vain as well. Having imported items from the outside world is important to them. Since the Miza is the primary form of currency and the isur worship the god of industry, it is only good business to adopt it. The acquisition of mizas came about through their trade encounters. At first, outsiders had little in the way of goods to trade for the highly sought after and quite valuable isurian crafts (little in the eyes of the isur), thus trade was slight. When the miza was brought to isurian trading posts and word spread that it was the currency adopted by most of the remaining civilized areas of the land, the isur saw an opportunity. They began taking mizas for their goods and in turn used the mizas to purchase items from outsiders as the isur got a far better deal than trading their crafts for those they saw as inferior coming from outsiders. Mizas are thus widely used in trade with outsiders while within the Kingdom itself, whatever an isur can't make themselves, they trade what they can make to get it. Mizas are also used within the Kingdom but it is more a barter and trade system.
How does housing work for them?
Beneath each clan's mountain citadel lies a vast cavern with dozens of branching tunnels with some linking to smaller caverns. In the central cavern lies the clan city. If you think of the stereotypical dwarven architecture; formidable stone structures and powerful sculptures with an overall "heavy" feeling and mix it with the stereotypical elven architecture of delicate arches, sculptures and an overall "light" feeling, you have the isur city. It mixes thick, heavy, powerful structures with delicate, flowing accents. All buildings, homes included, are intended to look better than the surrounding ones which leads to a truly magnificent sight. Isur families are often quite large so the homes accommodate this. Every home is like a small estate although the idea of trees and grass is unknown underground. Instead, an isur home is surrounded by sculptures, statues and all manner of unique architecture specific to the individuals that make up that family. The cities themselves look like massive, singular pieces of architecture made up of countless smaller parts. Around the wall of the main cavern, set on various ledges, are the homes of some of the more influential; they look down upon the others as they feel their station in life warrants.
Do they see any outsiders?
Outsiders (non-isur) are almost never allowed into the cities themselves. Most contact with outsiders takes place at the outposts. The citadels however do allow outsiders to enter as well though only established merchants in the region are allowed inside. The Isur are VERY leery of outsiders. When the Kingdom finally opens for play, more outsiders may be allowed into the cities.
If they do do they take any in the home?
There are few if any outsiders who can claim they have seen the isurian cities beneath the citadels. The extremely rare few who have, are normally only allowed in specific areas such as the homes of clan leaders and are watched at all times either up close or from a distance.
Do they own pets?
Isur indeed own pets. The ones they keep however are usually subterranean type unless the isur is one who prefers living in the citadel. Spiders, bats, various reptiles including lizards and snakes are all common.
What do they use for lights or is the night vision helpful for that?
The night vision is a useful tool for this however there are dim lights throughout the cities and even the grand tunnels that connect each city to one another. The lights are usually made from luminescent mosses held in finely crafted figures melded into the walls of buildings, tunnels and caverns. They have an innate sense of direction which allows them to keep their bearings underground. In addition, dimly lit globes of magical light exist in the main passage ways, bridges and roads.
How good is the night vision?
The night vision allows near perfect sight (black and white) in total darkness for a distance of up to a few yards. The vision combined with their sense of direction creates a very useful ability to navigate total (natural) darkness.
The innate crafting skill, does it work on any craft like skill and what does it mean? Do they have a more understanding and skill with crafts without being told or can they just learn it faster with fewer mistakes? Can one see something and see the flaws and can see how to work on it?
The isur are trained from an EXTREMELY early age to work a forge and shape metal. That said, they are creative by nature. Any type of craft, smithing, sewing, sculpting, painting, tends to come easier to an isur. Where humans experience skill and talent in specific areas of crafting and lag in others, an isur displays such skill and talent with everything they do. For example, even if an isur has never sculpted before, they would display a natural talent for it their first time doing it. So in essence, they learn faster with fewer mistakes.
I know pc's are going to try this so going to ask. Crime. Does it even have a term for them? If crime is around how is it dealt with? Why would they have any crime?
Crime is indeed a part of isurian life however it is more common in clan Pitrius where such things are actually praised (as long as one isn't caught). The isur are stubborn and have long memories. It doesn't take much for one isur to insult another which can lead to feuds that last for generations. Since the Valterrian and the founding of the New Kingdom, crime was never really an issue as the isur remained pretty unified. The growing contact with outsiders however has reintroduced the concept of crime and thus theft and murder, while uncommon, do happen. Isur on isur crime is dealt with depending on the severity of the offense as well as the frequency. Bringing a bad name to the family is always a possible punishment which depending on the family and the clan, could result in harsh repercussions. Punishments for thefts commonly involve the offender having a symbol engraved in their arm telling all who see it that the person has committed a crime against a fellow isur. Repeated thefts could also involve the invoking of Izurdin upon the thief thus bringing about a negative gnosis mark. Murder among isur (unique for within the Pitrius clan) is dealt with either by soiling of the individual and family name along with banishment and potential negative gnosis marks and could even mean the forced removal of the murder's metallic arm accompanied by banishment.
Is the left or right arm more dense then the other? Why is it so dense? Fingernails, do they have a hard time cutting them or do they use them for combat?
The specific arm depends on whether the isur is male or female. The left arm of males,, right for females, is more dense because they become as hard as stone with the texture of slick metal. It is the blood of Izurdin that causes this to happen. They are very difficult to cut; nearly impossible, and most isur who enter combat will use their arms as shields.
Can they use the other arm to craft things?
They can use their other arm to craft things normally however only their "special" arm can be used to mold metal and carve stone as if they were clay.
They age slowly and develop at the half the human rate for the bodies but what of the mind? They don't seem to slowly learn at anything.
Their minds and bodies both develop in tune. A 20 year old isur for example has the mentality roughly comparable to a 10 year old human. They don't really learn any slower or faster than humans of the comparable age.
Marriage, how does it work? Dating is it just like humans? What is seen as a good mate?
Most Isur find suitable mates in their adolescence and males must work hard to impress females. In a society made up of beautiful people of great strength and skill, this can be difficult. This is where the males display their ability in a variety of ways depending on the female’s interests. If a female is looking for physical might in a husband, they may expect some display of such in order to be impressed. If crafting skill is what is sought, then the male will be required to produce a grand work to impress his potential mate. Isur mate for life; once married they will stay with their spouse until death. Dating is similar to that of humans although both male and female will often go above and beyond to impress the other.
You say they export tools, weapons, armor and gadgets outside the city. Where do they go? What do they give people? I doubt they would give master crafted items to a normal person...
The items they export are transported to the various trading posts located in the foothills and a handful of posts further out near the regional borders. From there they are traded and/or purchased by outsider merchants and some of the more civilized barbarian tribes. Since even the simplest of tools crafted by an isur are of excellent quality, they are of great use to the tribesmen. Weapons and armor too are available as items such as wagons, saddles, and numerous other types of wares. Usually the items traded and sold are not Izentor items however it is possible to find Level 1 items from time to time.
[b]The outsiders seem to value the crafted items as rare and such but the Isur sees them as common works? So it is just the common works they see?
The isur will take pride in anything they create. Even the most common of items are of importance because an isur made them. However everything else pales in comparison to an Izentor item as far as an isur is concerned. Izentor infuses a sliver of the isur's essence into the item thus making it a part of them.
Lady Terras, what is she like?
Lady Terras is exceptionally independent, a master blacksmith and near blindingly beautiful. While not actively looking down on males, she does not see them as equal to females, especially the females of Terras.
How does finding a job work? Is it given by the clan or is it something the person has to do? What if they don't like what they are doing? Can they change it?
All isur are introduced to the forges from an early age although they are not required to enter any specific trade, not as a general rule. Some families embrace specific trades and raise their children to take up that trade as adults. Since any isur can pretty much excel at any trade, there is a danger of having too many of one type of artisan over another. Because of this, certain guilds exist, carpenters, sculptors, blacksmiths, weaponsmiths, etc. They determine how many of any one type of artisan is employed in a particular city. They also determine how many and who gets stationed at various outposts (who and how many artisans, not soldiers or administration as that is handled by a different group). While individual choice is honored to some extent, skill, guild seniority and in some cases, who you know, can play just as big if not bigger role. It is possible to change one's profession but only at the permission of the guilds involved.
Do the clans have ranks other then just the one leader? Who helps them?
This is another element I am still developing. The clan leader does have a council that attends them and that have their own individual roles. Council members oversee things like health, sanitation, city guard, the military, etc.
Why would a Isur leave the clan? Leave the city? Is it a crime to leave?
It is not a crime to leave as many isur travel from one city to another within the Kingdom. Also, many travel to and from the trading outposts. However, for one to leave the Kingdom requires permission of some ruling body within the clan such as a guild, the church, the Silver Tower, or other entity with power and influence within the clan itself. An isur may leave the Kingdom either temporarily or permanently for a variety of reasons. Some of the more scholarly type may leave on a quest for greater knowledge while the more industrial type may leave to spread their creativity and talent elsewhere. Especially religious isur may wish to spread the will of Izurdin to outsiders as well. It is considered bad-form to leave without permission and can often lead toward being denied entry to the city if they were to come back. Honor they clan.
The skin, it is dense so would that mean they can't mark it be it with tattoos or scars?
Their skin, while dense, can still be cut (save for their special arm). Tattoos and scars are possible although most isur would accent scars with tattoos in order to make them look more appealing.
If they bled what color would it be?
Isur, while believing they are the children of Izurdin, are in fact humans who ages ago were blessed by the god with their strength, creativity and mystical arms. They still bleed red.
Broken bones how long would it take to heal?
While broken bones are more rare among isur as compared to humans, it would take roughly the same amount of time to heal.
What do they do when someone dies? What if they were a clan leader? What if they were just a child?
Isur tradition requires that their dead receive the greatest of honor and respect. This is clear in their burials which are almost always attended by large crowds of friends and family. The deceased is buried in the family tomb often with some of their greatest creations entombed with them. The tombs are located in the citadel of the clan the deceased was a part of. One the anniversary of one’s death, family members will celebrate their loved one’s life by dedicating some creation or great deed to that person. If a child dies, the family buries them with items created in memory of the child. If a clan leader dies, the funeral is attended by the entire clan.
What are the schools like? Large building with smaller rooms or just large rooms? Teacher for 100 students or something a bit more smaller and hands on? What can they learn in school and can they learn more then the bare things? How do they pass or fail?
It depends on the school and are almost always based on an apprenticeship. Skilled craftsman, and there are a lot of them, take apprentices and train them in a specific trade; definitely hands-on. The first thing all children learn is how to work a forge and create simple tools. From there, they enter education programs designed by the various guilds. A carpentry student will learn not only carpentry but also basic skills such as reading and writing and mathematics as they are used in carpentry. The skilled craftsman who takes an apprentice teaches them everything. Each guild employs a number of craftsman who in turn take on anywhere from one to five apprentices, occasionally a few more. |