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The Spires

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The Spires
NotabilityThe Hidden City of Jamoura and Kelvic Haven
LanguagesCommon, Jamouran Grunts
ImportsNo Formal Imports
ExportsInformation and Knowledge


The Hidden City

Spires is a new and growing city just off of the coast of an offshoot of Storm Bay. The city is nestled in the massive bloodwood trees that make up a large area of southern Taldera. Spires is about a mile east off of the coast. The city came to life as a small village just before the Valterrian when the Jamoura began seeking each other out. The village grew over the next five centuries and became a large city. The entire city is hidden from obvious sight both for protection and natural habit of its long lived, reclusive denizens. After the birth of the Jamoura, they all came together and made Spires into city not built in nature, but rather from and with it. All races are accepted with open arms, especially the more nature-centric types; Jamoura, Kelvic, Dhani, Zith, Charoda, Akvatari, Konti, and Symenestra all fall into this category. This is the safe haven for those that may not find it among the more civilized societies. Other races are still welcomed, although Pycon and Nuit unnerve the Jamoura for being unnatural, and humans bring a mild distrust due to history the two had prior to the Jamoura's transformation. Caiyha openly walks within the Spires, teaching and caring for her children, and on occasion stays for extended periods. The main principle of Spires is peace among all, and respect for nature, and in Spires this rules above all else.

Please read through the Drawbacks of Spires for a better idea of the darker side of things.



Spring is a dreary time in Spires. Mornings are a bit chilly at around 45°F. The upper and ground levels of the city are encased in thick fog, a biproduct of the underground river and moist soil, for the first half of the day. When day finally breaks, the temperature rises to around 50°F. The sun is a rare sight until the end of Spring. Overcast is the typical weather, with a chilly rain sprinkling in on occasion. At night, temperatures drop to low forties. The Shaiki River, that flows through the Undercavern, as well as many of the streams and creeks that trickle down from the nearby mountains flood often in the early spring. Jamoura take advantage of mid spring to begin planting new crops such as coffee, tea, chocolate, and various new trees.


In summer the sun finally gets a foothold on Spires. Mornings are still foggy, but don't last nearly as long, with temperatures around 50-60°F. The sun breaks the fog around the ninth bell of the morning as temperatures level out around mid-sixties. The flora in the area take advantage of this ideal mix of sunlight and water, and begin growing rapidly. Crops often give off their first yield around midsummer, with the second yield in early fall. This is a dangerous season as many of the creatures in the area begin fighting for territory and mates. Creatures affected by Dirism (creatures affected by Djed, typically two to four times normal size) will often engage nearly anything they come across. Jamoura use this time to tend to crops, and won't venture out of the city as much due to the increased danger.


Overcast clouds return with the arrival of fall. Fog consumes the mornings once again, temperatures hanging in the mid forties. The fog dissipates around midday with temperatures reaching low fifties. Rain is rare during fall, while the clouds build up in preparation for winter. The second crop yield is typically ready in early fall. The creatures typically calm down when compared to summer, and so Jamoura venture outside once more. This is the season of gathering. Jamoura gather as many wild fruits, herbs, and fallen wood as possible during this season.


Winter is a season of rain. Fog is always present when it isn't raining, which is the majority of the season. Temperatures always stay in the midthirties and low forties. Rain falls nearly every day for most of the day. Creatures often flee to higher ground or seek out permanent shelter. Some of the more intelligent ones can even find refuge in Spires. All that seek shelter are welcome. The Kelvic and Jamoura have ways of communicating with these creatures so that peace is maintained during their stay. During the middle of winter there are rarely a few days of frost and snow. These are considered very special occasions for Spires, and often all industry is shut down so that the snow can be enjoyed while it lasts. The end of winter brings more, albeit not as strong, rains as the season moves toward spring.


Shortly before the Valterrian devastated Mizahar, the Jamoura were a simple race of creatures. They had a very mild understanding of crude tools and used them to improve their chances at survival. Then Humans came into the forests of what is now Southern Taldera, looking for areas ideal for mining, logging, and hunting. The sentient race clashed hard against the docile and simple Jamoura. Blood was shed on both sides and the Jamoura were driven deeper into the northern forests. The Jamoura eventually made a small village in the heights of what would become modern Spires. Before the Humans could drive them out once more, the Valterrian took hold. As the world was reshaped, the Jamoura suffered once again. While the village was protected by the massive bloodwood trees, many Jamoura died, dwindling their numbers to around a thousand. Caiyha, having followed the plight of one of her newer species of children, intervened and brought the Jamoura to the wise, grand race they are today.

Over the next five centuries, the small village grew. The Jamoura explored the dangerous forests around them, seeking out others of their race, and bringing them to the new haven. The Jamoura honored Caiyha by building a city around an area they found both beautiful and sacred. This eventually became the Temple to Caiyha, and lead the Jamoura to making a city with respect to nature, not against it. The Jamoura crafted their city out of both living materials such as the large, living Bloodwoods and Slugsuckle vines, and materials such as wood from fallen trees and branches. Marn welcomes all who seek shelter or enlightenment into the city he helped build. Spires is the uncut gem of Taldera, and should be treated as a treasure of nature, not merely a city to live within.


The Memory

The Memory is the legislative body of Spires. It is made up by the heads of each Jamoura family, as well as the eldest of their race. These members are called Deacons. Marn, the eldest Jamoura, and the one that has lead the Jamoura since their inception into sentience, is the Deacon Supreme. However, he is not the dictator. The Memory discusses and votes on many issues from trading with other countries to minor punishments for petty crimes. There are currently 46 Deacons, made up of both males and female Jamoura. The Deacons cast their votes first, then the Deacon Supreme casts his vote separately, in the event of a tie. A majority, even by a single vote, determines the outcome. Should it be tied, then the Deacon Supreme's vote is revealed. These meetings are open forum to the public.

Any citizen or visitor receives the right to speak before the vote on an issue is cast or to bring an issue to light. There is no limit to how long one may speak, however it is not a forum for debate. The speaker delivers their speech, then the process moves forward. Any number of speakers are able to give their piece on an issue, although they are limited to one speech per issue per citizen. Filibustering is quite pointless, as the Jamoura are the most patient of races and can wait out anyone. Some issues may last a day, some a season. As the Jamoura say, all things must take as long as necessary to achieve near perfection.

The Memory comes together every fifth day to discuss and vote on issues. The only time there is an exception is during a state of emergency. Typically during these sessions the Memory votes on to grant the Deacon Supreme the powers to contol and mobilize the city as a single leader. Every session from the successful vote, however, the Deacons vote on whether to maintain the Supreme's authority, and can vote to revoke it in any session. Since the Memory's creation in the early first century, post-Valterrian, Marn was only voted to lead once. The Memory discusses and votes in the Main Building of The Memorium. The Memorium rests on one of the Inner Petals, and has many other government buildings, often maintained by the Deacons when not in session. If anyone would like to speak, you simply must be present during the meeting.


While The Memory manages the day to day procedures and laws of The Spires, the Hahk'Shatara enforces their rulings. However, this is only their secondary directive. Their primary directive is to ensure that all actions within The Spires, including decisions made by the Memory, follow the laws of Nature and of Caiyha. They also determine if and when one of the Three Judgments should be handed out. They are the protectors and peacekeepers of the city and each and every individual within. They also act as the initial greeters to the city when a new a arrival discovers one of the various entryways into the city.

The Hahk'Shatara were initially created as protectors of the Temple of Caiyha and it's bounty of rare flora within. It was quickly realized that they would be needed to do more as the city grew. So the Hahk'Shatara extended their sphere of protection to encompass the entirety of Spires. The Hahk'Shatara only have rule within the city. Outside of it's borders, nature takes over. If you are inches from the border, the Hahk'Shatara will watch as you are eaten by wild animals. Should you happen to touch one of the vines or steps, they will rescue you en masse. This is the law of the forest.

The Hahk'Shatara rarely meet, since all knowledge among them is spread by word of mouth. If one member spies a newcomer making way to the Winding Way, most of the rest will know before they even arrive. The more senior members do convene for inducting new members, Jamoura and other species included. No individual will be accepted if they ask. They are chosen by the Hahk'Shatara who typically spirit them away in the middle of the night. Typically a small group are chosen at once, and they will be brought to an open space beneath the Temple among the roots of the Hahk'Maghtar. Here they will be offered the choice to join, and if the accept, will be inducted on the spot. While there are no formal requirements aside from being a permanent resident of Spires, they look for Observation, Unarmed Combat or Quarterstaff combat, and Camouflage. The chosen are not limited to these however, and may be selected even if they don't have these skills. The Hahk'Shatara looks for patience, sound judgment, and a dedication to nature above all else.

The Three Judgments

The Three Judgments are severe punishments handed out solely by the eldest members of the Hahk'Shatara. These punishments are given for harsh crimes against nature, Spires, or Caiyha. The Memory does not have the authority to hand out these punishments. The Hahk'Shatara are the only judge, jury, and executor for these crimes and punishments. The origin of the magic behind the punishments is a very closely guarded secret that only those eligible to punish are aware of.

The Shun - The least severe of the Judgments. The individual that becomes Shunned will no longer be able to notice any of the denizens of Spires, through any means. They will be unable to see, hear, feel anyone else. Even those using magical means such as Auristics would be unable to discern anyone. However, there is an exception. They will be able to use their senses to see members of the Hahk'Shatara only. This punishment is only in effect when the Shunned individual is within the boundaries of the city. The duration could be anything from a day to indefinite. The Hahk'Shatara has the ability to revoke this magic at any time.

The Banishment - This Judgment is often akin to a death sentence. The Banished individual is first physically removed from the city. Once outside, they will be unable to find the entryways to the city on their own. They could be right next to one of the staircases and wouldn't see it. They could climb one of the trees and wouldn't be able to see the city. Those who fly through would just see empty forest. The sphere of influence this magic has extends out further from the city boundaries so the Banished would be unable to see others entering the city. This punishment is only in effect when inside the sphere of influence, but has no need outside, since there are no entryways left unchecked. The duration is the same as the first, anywhere from a day to indefinite. The Hahk'Shatara have the ability to revoke this magic

The Forgetting - This is the most severe of the Judgments, a fate worse than death to the Jamoura. The Forgotten individual is marked and removed from the city. Once outside of the city boundaries the mark is activated. The individual's memories of thier time in Spires, and all knowledge they have, is suppressed and locked away inside of the mark. The individual will remember nothing of their time in the city, nor even know that Spires exists. The mark appears as a brown dying leaf on the crown of their head. Often times Forgotten individuals won't even know they are marked due to the fact that their hair is covering it. The duration of this magic is indefinite, however the Hahk'Shatara could remove the mark if the individual ever found Spires again, and was deemed worthy. But in all it's history, this has never occurred.



The architecture of Spires is best summed up as organic. You will find no metal or stone making up the various buildings. Many buildings are made up of interlocking wood, vines, and the very trees themselves. The natives take great pride in the woodworking that makes up the Petals and structures. The Jamoura, and often Kelvic as well, will have the structures appear as parts of the surroundings rather than simply building it on the Petals. There are no closed doors anywhere in Spires. This is not due to a lack of paranoia but rather, the natives are a very open people. They aren't worried about people walking in to their homes, or theft. The Hahk'Shatara allow nothing to be taken from these open residences. Living plants are everywhere. The Jamoura will often make gardens all along their petal, or cover their home in ivy or moss. And a strict building code is enforced. The richest man in Mizahar could show up and wouldn't be allowed to build a stone home. All structures must blend into and come from nature.


The Jamoura practice many types of organic art in The Spires. Much of their art is grown and formed, or is even still alive. Flower arranging and small decorative gardens are quite popular. Often times, outsiders won't realize many of the pieces are art, like the Moss Gardens in the Undercavern. However, the most popular art is Caiyhesence, whose more common name is plantshaping. This art was created by the Jamoura in honor of Caiyha, the mother of their race. These works of art are all over Spires and take many forms and directions. Some existed as twisted trees, others are flowers in multiple colors, or even intensely tangled vines. Caiyha's gnosis helps one with this art, but true masters don't need it, all they need is the abundant time given to them.

The Jamoura have recently begun taking up other forms of art now that outsiders have somewhat influenced their society. Among these are woodcarving, flintknapping, and pottery. Woodcarving is only done on branches or trees that have already fallen, not living trees. Pottery and flintknapping are done from the small amount of resources located outside of the city. Singing, dancing, writing, and storytelling are quite prevalent as well. Recently, the Jamoura have been writing the centuries of memories and tales into books. The paper is made from an unusual combination of fallen leaves and honey. All books are kept in the Memorium Source, and originals cannot be purchased. However, one can have copies made for their pleasure. The Jamoura crave all forms of art, and typically welcome all forms of it into The Spires.


The cuisine in The Spires is fairly simple, yet still quite delectable. Fruits and vegetables are the most common of ingredients, handpicked or grown by the Jamoura. Due to the close proximity of the temple, often times fruits and vegetables will grow bigger, healthier, and be more nourishing. As a courtesy to the sanctuary nature of The Spires, insects and animals not living there, will not partake of the crops. Jamoura also have many other crops available to them, such as chocolate, tea, coffee, and a Jamoura favorite, honey. The Jamoura have an unusual love for anything sweet, however, no sugar producing plants grow around The Spires. Then a few Jamoura discovered that the large, rat sized bees in the area produced a golden, sweet substance.

The Jamoura now incorporate honey into many meals and drinks, and even use it in art and building. The Jamoura love any foreign foods and recipes brought to the city, and consider chefs true artists as well. There's an old saying for people who have traveled to The Spires. "The quickest way to a Jamoura's heart is through the mind or the sweet tooth." While the Jamoura do mainly eat fruits and vegetables, meats and insects are still eaten. Insects are a large staple of the Jamoura, and they often include them in all meals. Meat and fish, while not used as much, is still available. Contrary to popular belief, Jamoura are not vegetarians but rather are omniverous. Hunting is a task by an individual though, and is not the heart of the cuisine like in many cultures. The Jamoura also do not raise any animals for food purposes, and would not condone that in the city.



Starting Out in Spires

Locations of Interest

People of Spires


Marn - Deacon Supreme

Kashal - Owner of Kashal's Kitchen and Operator at Grath's Rest

Grath - Owner of Grath's Rest and Grath's Brewery

Shurk - Inventor of Sihk'Laya

Kherd - Deacon

Notable PCs

Wildlife of Spires

Unique Fauna

Crimson Flight



Unique Flora