Tyr



Tyr

Physical Information
City Isles of Sheketh
  • The Three Crowns
  • Arlak Markets
  • The Fields
Societal Information
Tyrians, Ogres, Goblins, Various Elective Monarchy Tyrian, Common
Economic & Military Information
Walls, Lava Moats, Standing Army Food, Industrial Goods, Weapons Slaves, Raw Materials
OOC Info
Guilherme Batista

Overview


The city of Tyr was founded within the shadow of three great volcanoes nearly an eon ago. It is a fortress within the Isles of Sheketh, a place far different than most cities in the West of Arethil.

Located on the northern tip of Sheketh's largest island, the city of Tyr sits within great cove rimmed by cliffs of stone. Founded in the midst of three great mountainous volcanoes, Tyr is nestled perfectly and securely within natural and consistent flows of magma. This offers the city both a natural defense, and a strange almost constant stream of nutrients to feed the vast agriculture fields that surround it.

Tyrians, both those native and those who have taken root within the city carefully cultivate their surroundings. Slaves and hired engineers retain a constant vigilance on the lava flows around them. New moats, lavaducts, and siphons are constantly built and changed to ensure the safety of the city and the prosperity of the fields.

Through ancient and old magics, Tyr has tamed the volcanoes that surround it. Using them as a form of protection, and a way of life. This culture has formed an almost reverence of the self. Tyrians are not selfish by nature, but self sufficient. Always aiming to stand on their own two legs.

The City of Tyr is self sustaining, priding itself on the fact that it is able to feed it's citizens and ensure the safety of those who live there.

It is for this reason that it's unique culture has developed and taken root. A system which most outside of the city find odd, if not disturbing. Slavery is a root within the city, despite the fact that it preaches democracy and freedom. Bloodshed is utterly scowled upon within the city limits, and the DeathWatch Guard ensure that even tavern brawls do not breakout.

To many outsiders Tyr is an utter mystery. Xenophobia is almost entirely non-present, yet the class system is more than clear to even brief visitors. There is an order within Tyr and that order must be followed.

Despite the strange oddities of the city, Tyr is a refuge for many. Those who live within it are all but guaranteed safety, food, and well-being of a sort. Even Slaves are treated fairly within the law, though their privileges are of course lesser than others.

Tyr prides itself upon it's metallurgy.

The city is famed within it's corner of the world for the blades that it produces. Harvesting the powers of the volcanoes around them, Tyrians built great forges that use the power of the earth themselves. Slaves, blacksmiths, and craftsmen of all sorts work these powerful furnaces day and night, crafting things of unimaginable quality and magic.

Over the years Tyr has developed a reputation as an unassailable fortress, and yet at the same time a trade partner to be clamored for. Mallian, the northern reaches, and Minaris all trade heavily with Tyr, and even distant lands often reach out and offer their hand in diplomacy.

Demographic

Tyr was originally founded by the human off-shoots known as Tyrians, though over the years the city has grown and encompassed dozens of species.

The three main and most populace races within Tyr are Tyrians, Goblins, and of course Ogres. These three have coexisted and thrived together from the beginning. They are generally who hold the most power and influence, though they are by no means the only species prevalent.

A constant influx of slaves from the outlying lands have ensured that Tyr is home to dozens of other races.

Tyr itself makes no distinction between species. It does not matter if you are Tyrian, Ogre, or even Drow. What matters is your worth, your wealth, and your class. These things influence who you are and what you can be within the city. Even slaves can rise up through the social ranks, though only after their ten years of service.

Government


Tyr is ruled by the Three Kings.

Each King is elected for a lifetime term, and each oversees a different facet of the city. One oversees the Great Fields which feed Tyr. Another rules over the domain of Furnaces, seeing and ensuring the industry within Tyr is continued. The Last King watches over the Cities Military, ensuring the Death Watch Guard do their duty and Tyr is well defended from it's enemies.

This system has been in place for nearly a thousand years, and the triumvirate of Kings has seen the Cities success.

Of course, the system is not without it's flaws. Though elections are held when one of the King's dies, it is more often than not his chosen successor who takes his place. The people voting as a matter of fact for whomever the predecessor had chosen.

This has of course lead to the position of the King's to become almost Dynastic. It is incredibly for a new Family to be elected into the position of King, and for the past three hundred years three families have ruled Tyr with an iron fist. The balance being steadily maintained.

Culture

There are several facets of Tyr that set it apart from cities in the West of Arethil. Factors that mark it aside. Some of these practices would be seen as Barbaric in the halls of Alliria, while others would be praised in the noble college of Elbion.

Tyr is a city that cares not for judgments, only it's own survival.

Slavery is an integral, and completely necessary part of Tyrian society. It sits within the root of the city, and is the only reason that it is capable of functioning. Slaves are an almost constant necessity. They work the fields, toil in the forges, and work nearly any other job that one can find in a large city.

Yet unlike other places, Slaves within Tyr have a codified writ of rights. This important distinction is what allows Tyr to continue without slave revolt after slave revolt.

One can only become a slave in Tyr in one of two ways; you must be won in battle, or simply volunteer for the position. This means every slave within the cities reach was either delivered by a Raider through battle, or arrives in the city and volunteers themselves to be sold.

Once in their new position, A slave serves their master for a length of Ten Years, each year recorded upon their flesh. When their ten years passes, the slave is set free and granted Tyrian citizenship as well as a generous stipend from their master. This citizenship is then extended to the whole of their heritage, and thus the city grows.

Along with this strange mark of slavery Tyr holds itself as one of the most secure places in all the world.

The city of Tyr developed to ensure the safety of it's citizens. It was made by it's founders as a place of peace and sanctuary. This truth holds both because of the strange magics of it's Tyrian founders, but also because of the chaos of the lands of Sheketh. The law is simple and plain; not a drop of blood is to be spilled within the reaches of Tyr.

This law is brutally enforced by the hands of the Death Watch. Little to no crime survives within Tyr, and those who attempt to bring it almost always find themselves woefully inept in the face of the Death Watch Guard.

Made up almost entirely of Ogres, the Death Watch Guard is the primary military and police force of all of Tyr. They are the bastion of the the city, and stand as a defense both to outside threats, and inside. Unlike their western cousins, the Ogres of Tyr are incredibly intelligent and cunning. They have served in their role as enforcers for near eight hundred years, keeping an absolute peace within the city and rooting out crime wherever they can find it.

Though the Death Watch Guard is mainly made up of Ogres, no species is 'banned' from joining their ranks. Occasionally Tyrians, Goblins, and even former slaves join the The Death Watch and ensure the safety of their city.

Points of Interest


The Three Crowns - Towering over everything else within the city, the Three Crowns are the tallest and most impressive buildings in all of Tyr.

These massive palaces were built centuries ago, claimed to have been rooted in the earth by the Fire-Giant's themselves. The Three crowns stand as a testament to Tyr and it's ingenuity. Each one serves as a Palace and government building, ruled over by one of the Three Kings and dominating the skyline of Tyr.

Few citizens are ever allowed to enter the Three Crowns. It is only when one of the King's dies that his palace is opened to the public. When this happens the Crown which has fallen hosts a massive funeral, allowing every citizen, slave, and resident of Tyr to mourn the passing of their King.

Much of the Royal families of Tyr never leaves these massive palaces. Some Kings spend their whole lifetimes never venturing from the walls of their Crown, deciding it is best to live an insular life. The Three Crowns are sometimes thought of as cities onto themselves.

Arlak Markets - The first thing that anyone who visits Tyr sees is the Arlark Markets. Ringing around the entirety of the great cove which makes the seaside entrance of the city itself, the markets and an extensive trading post. Here one finds any and all sorts of goods. Weapons, food, paintings, craftsmen's good, but most prominently; slaves.

It is within the Arlak markets that slaves are delivered, sold, and bought.

This is the epicenter of the cities lifeblood. Where Nobles and commoners alike either sell away their souls, and buy them. Despite this, the Arlak market as a strangeness about it that many westerners would find uncomfortable. Even the slaves within the Market are not filled with abject misery, some of them even clearly holding a measure of hope.

The Fields - Surrounding the entirety of Tyr, the Fields are the aptly named lifeblood of the whole city.

Fed by massive aqueducts built centuries ago and protected by massive flows of lava, the Fields are a huge agricultural hub. They spread around Tyr in massive grid like pattern. Protected by wealths of magic fueled by the destructive power of the volcanoes themselves, the Fields provide every meal to the residents of Tyr.

A variety of crops are grown within the fields, and livestock is constantly tended here.

The Fields are jealously guarded by the Death Watch's most elite soldiers. Their watchful eyes ensuring that no outsider or threat from Sheketh itself manages to cross the mountain and touch upon that which is so vital to the city at the heartland.

History

The City of Tyr was founded near a millenia ago by the off-shoot humans known as Tyrians.

Once simple refugees on the Isles of Sheketh, Tyrians were a hardy folk who had to deal with dozens of dangers upon their new homeland. Constantly harried by Fire-Giants, Dragons, and other beasts that could only be spoken of in legends, the Tyrians found themselves consistently running from their bestial enemies.

Over the centuries their flight took them northward. They would travel for days and nights, moving, changing, until they eventually found a set of three great mountains. It was here that they finally decided to make their stand, and using the magics of their blood founded a new city.

Tyr came into being as a sanctuary, a refuge where people could find safety from what threats roamed the land around them.

With ingenuity and guile, the Tyrians built their new city. Harvesting the power of the mountains to build their society and construct a place where they would finally be safe. Using the natural flows of Lava, and channeling the violent eruption of the volcanoes, the Tyrians constructed the base of a city, and in this defended themselves.

It was not long before the Tyrians were greeted with other feeling refugees.

First came the goblins.

Scoured from beneath the earth the ordinarily greenskinned creatures has been turned gray. They begged and pleaded for safety, offering their hands as craftsmen and cunning merchants. The Tyrians saw their plight, and opened up their walls to the newcomers.

With the Goblins at their side the Tyrians harnessed the power of the earth around them in new ways. The first of the forges were created, and soon enough weapons and industry began to grow within the new city.

Then came the Ogres, not as refugees, but conquerors. Their armies came bellowing and roaring, storming forward and threatening the peace of Tyr. A battle loomed, a war to be fought, and yet the first of the three Kings stepped forward. He offered not a hand of war, but friendship. A home to the conquerors, a place within a new city.

The Ogres accepted, and a pact was made.

Thus the Death Watch came into being, The Ogres taking their place within the society of Tyr as watcher and protectors.

From there Tyr grew. The city became a hub, a central fortress that protected its people and cared not for the ways of those beyond. The volcanoes continued to feed it's forges, the lava flows drew through the fields, and as the years went on Tyrians society became more and more of what it was.

Now the city stands as a bastion within the East. A world all it's own.

References

  • https://chroniclesrp.net/threads/an-enticing-song.4166/
  • https://chroniclesrp.net/threads/the-past-returns.4208/
  • https://chroniclesrp.net/threads/a-silver-tongue-turned-gold.4128/
  • https://chroniclesrp.net/threads/the-tides-of-fate.3161/
  • https://chroniclesrp.net/threads/to-the-ends-of-the-earth.4346/
  • https://chroniclesrp.net/threads/going-home.3332/

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