"Sure as sure, a night with the girls at Cylobar's will fix you right up...I know that mob of the unshriven put a scare in you, but think of all the goodwives to be made in the trade rout to Ocodig!!"
-Overheard in the Rip-Cut Crucible
From the Outside
Igbar is one of the oldest playing centers of the Celtrician Game. Over twenty five years ago (real years) , one of the earliest PC groups breezed through this port when fleeing from Neblerian Justicars. When they took ship to Devens, on Coom Isle, they had no idea that less than a third of the party would return. More of the Outside view of Igbar here.
The bustle and vibrant energy of this small city makes it a lively adventure location. Igbar is the capital of the young country of Trabler, and as a port and as a central stop on the North-South Recum Road, it is a hub of commerce. From coast-fogged morning to the cool evening, trading syndicates and old, powerful families vie for influence daily, as do the professional Guilds and the Street of the Gods. Outside the walls, large portions of the country of Trabler are totally uninhabited, and even the older civilizations that dwelt in the area or passed through were dwarfed by the untracked wilderness. War, magic, mystery and wealth are all around the player who ventures into this strife-torn city. The current state of this center of the Unicorn State is one of fear and turmoil. The war with the Empire of Argus to the south had been cooling, and the Trablerians were looking forward to a time without injury, sacrifice and blood.
Then, without warning, a plague of Undeath hit Igbar. Sanctified and protected boneyards exploded, with the ancestors of the old families of Igbar emerging from their resting places. Crypts under the churches began crawling with skeletal intruders, and the walled city suddenly seems infested with horrifying nightmare denizens. Over the five hawaaks of this, doors were locked early and those that must travel at night were traveling in protected packs. Bone Knights from Recum were called, and trooped into town, patrolling the Sunken, Old Boneyard just outside the North Gate, grimly trying to stem the tide. Guild members and governmental agents had all stepped in, forgetting old feuds, trying to stem this undead insurrection.
Suddenly, it ended...and though there is still a cold war to the south and though undead wander the hills and plains to the north outside Igbar's walls, the infection in the town proper has ended. Igbar has been fighting to rebuild her trade routes and to clear the plains and fields of the undead bands that wander them, whilst enduring tribal attacks and the Argussian threat from the south. And most recently, Igbar has been rocked with two slaughters, whole establishments, workers, patrons, all decapitated...
Mourning at Dever’s Gate
Lo, and Lo, The dame at Dever’s Gate doth cry,
As leading Gerin then Tribin begin their rise,
The mournful dirge dark-colors the sky,
The night-ghouls have claimed another prize.
An inward sob, drawn bow of breath, and again begin,
“Her curls, her laugh, her happy eyes,
Her gifts, her questions, her youthful unlearned sin,
To Orcus’ dark train bound with fetters and ties”.
Another morn, another mother’s dark day,
A cold listing by Bone Knights compil’d..
Keep close your younglings nor stray
Yourself into the night so wicked, so wild.
Hosta Hab Needleswine, Master Skald
Credited to the Frigid Song Bardic Guild.
History and Information
Igbar is the capital of the country of Trabler. Trabler is a coastal country, currently a southern border state of the Stenronian Alliance in its six-year struggle with the Empire of Argus and its allies. Wind-blown cliffs dominate the coast both north and south, but Coth's cove, the sea-road to Igbar, has always been a perfect landing place for ships. Since its birth, Igbar has been a port, a haven for ships and commerce.
Trabler was called the 'Northern Argusian March' until Trabler Aptor, Trader Prime of the Winfire Trading Guild, declared it independent a just over a quarter-century ago in a popular uprising. Before that, the Empire of Argus to the South ruled the Northern Argussian Marches as a fiefdom, under its laws and Sovereignty. Before that the large settlement had been independent, but Igbartown fell to Argus with barely a whimper in 397 R.O.N. and Argus ruled until Trabler Aptor declared the Unicorn State of Trabler in 870.
The City of Igbar became walled around 610 R.O.N., and is one of the busiest port cities in the northern part of the Celtrician Continent. Igbar sprung out of an old fortress placed next to a fishing village, and has grown ever since. It’s current size is just over twenty thousand inhabitants, mostly still crammed inside the walled area. Since it is currently the southern gate to the war with Argus, up to two thousand inhabitants of the town may be ‘at the border’ at any given time. But these numbers are made up for in the amount of displaced families from the war-torn southern part of the country. Igbar is full of the energy of thousands of people going places and having things to do.
Read more on the History and information of Igbar here.
'And so you think this wattle collection is civilized, that you've found culture, because the houses have two stories and the main street has a sewer? Child, this is culture like that dull excuse for a dagger you carry is a weapon! Once you've seen the crowded lines of merchant ships at dock in Hobyt Inn, or after you've laid eyes on the Arcanic Towers of Hagenos in Orbi, or walked a few steps on the Street of Worship at the center of gigantic and ancient Stenron, then we can discuss some of the finer things, but please, don't call Igbar civilized.'
Raphael Tungstolen, Wolden Omwo~ skald of The Frigid Song, and Priest of Verbren the Hunter.
As in the whole world, the theme of the Igbarian experience is the 'Factionalism' that ties the city together with bonds of of blood and gold. The road to survival and success is paved with allegiance to the organizations that run everything. The Bardic guilds spread news and gossip about the wealthy trading guilds and churches, while the knighthoods and martial orders try to create order in the town. Thieving guilds pay for aid amongst the competing schools of magic, and political allies cobble together money to pay off the shadowy assassin's guilds to winnow out their enemies in the moneyed upper class. The old families have their hands in almost every transaction, and the huge, multinational Collegium Arcana tries to own every caster of worth in the city.
Every person in the city, common or otherwise, is involved in many of these factions. The shops are owned or allied with merchant guilds; the food brought in comes in bought by trading syndicates on wagons owned by a transportation guild. The same teamster from the Teque Guild of Transport may support a Shrine to Arlieng the guide and be a member of Palimar's FreeThinkers political party. While violence may be a reality for most of the population, the most powerful and most influential of the populace are merely seen as 'well connected'.
The architecture of this walled city is somewhat mixed, between older stone temples that shoot up fifty or sixty feet into the sky, and newer wooden buildings, very well-built, that are normally only two stories high. Igbar is not a new city, but no part of it is more than 500 years old.
The old temples are often of a white Fidikmarple, a rare type. The wall itself is almost twenty feet thick and thirty feet high, made of large (3'x 2') grey-blue Fidikmarple blocks. The streets are paved in near-black tenimarple, excepting the Royal Way and the Dockside area. The Docks are still dirt, and during the rainy season wagoneers curse making dock pickups. The Royal Way was white-bricked some fifty years before by the Warden of Northern Argus, before Trabler gained independence. There are some notable buildings. Along the Royal Way (the Unicorn Vex), there is a building on the opposite side of the Unicorn Keep. This building has 8 small trees with fire-red leaves (Gwynellian Winter Oak), and the building is of red brick. Long, white stairs sweep to the double-door entrance, which is a square building topped with three levels of circular brick covered with a bronze dome fifty feet wide. This is the Steel Libram, home of the sage school.
Read more about Igbar's Architecture here.
"Jory, my lad, I know ye've taught Her Honored Sheering's boys the way of the Blade, but if ye think that she doesn't ken fer the days of the Blue and White Gryphon, yer eatin' Vneercoat. It's not that she don't care fer the work ye've done, but her and her Istar never cared fer Trabler."---Tom 'Onehand' Carter, Blademaster of the Terrors of the Knife.
Westic is spoken as common language in Igbar. It is lightly seasoned with some Argussian terminology, and a few Harou words as well, as there is a whole section of town where Wastrian cultures are represented, in the southeast corner of town. There is also some Orcash and Marcher slang mixed in, as those languages are branches of Westic and have similar makeups and verbiage. Orcash is gaining a reputation as being something of a street language recently. Omwo~ and Klaxik teens like to mix in Orcash words to define their hipness. Makerspeak and Arcanic are used inside the Collegium Arcana and the Alternative school of magic nearly as much as Westic.
Read more about Igbar's Languages here.
Titled Greetings and Titles in Trabler are a mix of the older countries in the area. 'Sirrah' is used for squires and fighting men of most guild orders, while 'Sir' is used specifically for those knighted in a martial order. 'Honored' is the title normally used for an officer of a Trading Guild or Artisan Guild, and is used also socially in flattery or if addressing someone who seems important. Members of the Lower House of the Unicorn are addressed as 'Horn Magistrate' and members of the upper house, 'Horn-Minister'. Obviously, each guild has their own list of internal titles and honors as well. It is notable the stress placed on the mercantile guilds. The major commercial guilds all are run by a 'Trader Prime', with two 'Trader Secundi' below them. While the use of titles is no grounds for punishment, once one traverses to the world of the Istar, the old families of Igbar, titles and their usage is a matter of some import, and getting them wrong can have social implications.
Read more about the Customs of Igbar here.
The knowledge and appreciation of art is extremely important in Igbar, as it is in all of the Cradle areas. Igbar has a few minor celebrity artists, and a few well known historical ones, but Trabler is somewhat 'in the wilderness' when it comes to artistic relevance. And they are a little sore about it, in the upper class and Istari, but even in the middle classes. Nonetheless, there is a strong and thriving artistic community, and being connected to composers, sculptors, painters, and other artists is something of a mark of quality.
Read more about Art in Igbar here..
Igbar is firstly a coastal city, in a small, deep cove. It is this cove that first attracted fisher-folk and pirates. The fishing is better than decent, especially a day's sailing north of the cove mouth.
Igbar is the closest major population center to the fabled Herb Lands of old Astrikon , within a three-day ride. Though a deathtrap for the unwary, the chaotic Herb Lands continuously draw in worshipers of the Nature Planars, Druids and the like, trying to fill the orders of the wealthy for poultices and reagents. Despite the Herb lands and the size of Igbar, the lands to the West, in Central Trabler, are nearly empty, dotted only by ruins of once-proud Astrikon Traders.
The plains to the east of Igbar are remarkably fertile, and a days travel (about 18 miles) in that direction brings players to the town of Igtiche, primarily the farming center that feeds the capital. The Zyjmanese tribe of humanoids lives north of Igtiche, crawling through the old Astrikon ruins and in the huge forest to the North.
To the North, the Recum Road hugs the eastern edge of the Wibble hills and then dives north-east towards the coastal town of Ocodig, about a hundred miles up the road. The Recum road goes south as well, about 125 miles to Veron, and then another 90 miles further to Walker's Glory.
The last decade and the more recent war-profiteering has also seen an increase in the wealthy building large walled homes in the NighTiche area, on the plains just to the east of the walls of Igbar. To date there are some two dozen of these small estates.
And in the last year, the Teque Guild has created the Rest Houses a days' long walk from the North (Recum) Road and on the South Road.
Hobyts make up, as in the world at large, the largest portion of the population density, followed by Telman humans (Often called Clan Telman Humans), Klaxiks, Acculterated Orcash, Meadow and Wolden Omwo~, Gnomics, and Kalil humans and a few Wastrian Humans and Gartier as well. A full quarter of the population is Hobyt pureblood or Hobyt dominant-mixed, though many of the Istar (old families) are Omwo~ or Telman Human.
With the war on, there are a greater mix of Orcash and Humans from other countries seeking mercenary employ, either to join the war to the south, or looking for a soft billet amongst the Scarlet Pilums. One will see an acculterated Gnollic or 1/2 ograk or two, as well.
The weather is softened by a coastal influence, and though it is somewhat wet, Igbar does not get as cold or hot as Igtiche or the Tiche plains to the east of it, and this is probably one of the reasons that Coth the Venolvian Pirate settled here in the first place. Nearly every morning the fog rolls in, and this happens often at night, as well. It normally gets to freezing a few Hawaaks into Dumoktis, but rarely drops below 20 degrees. Snow falls maybe as late as midway through Dumotux, and by the first of Tokush, all the snow is gone and the buds start coming. Right after the Midyear Lithe, the Goesi (month) of Gosum gets hotter and hotter as it wears on, and it is only in Hisio that the nights start to cool off a bit.
'Remember, when you are with your friends and colleagues, take Woerter's role every chance you get. The small hammer that taps quietly wastes little and gains the most. Smile, remember everyone's name, and be the very incarnation of the Hosting God on Celtricia.'
Jessup Greenlaw, Hobyt Mastergreeter of the Church of of the Host and Magistrate of the Horn Ministry
Trabler is a constitutional monarchy, but until 3 years previously, was still ruled by Trabler Aptor, the man who carved this kingdom out of the old Argussian Marches. So it recently came to a bit of a standstill, and was almost retaken by the Argussians, when Trabler Aptor went missing. The old king was nearly replaced with the Horn Minister of Governance, until other members of the House of the Unicorn discovered that minister was actually in the pay of Heliopolis, Assassin king of Coom Isle, an ally of the Empire of Argus. A coup was attempted, but a counter insurgency, led by Julian Sempre Lerianolies of the Order of Stenron, recaptured the governance of Igbar and thus Trabler. Julian was then rewarded by the Houses of the Unicorn with the title of ‘Steward to the King’. So currently, Julian is acting constitutional Monarch, until the unlikely appearance of Trabler Aptor.
Read more about the Government of Igbar here.
How does a government operate without money? Igbar certainly can't. From taxing the merchant guilds, as well as purchases small and large, The Unicorn State gets a hand in almost any purchase. All of the countries of the Celtrician Cradle area (the main playing area) have different taxation systems and levels. Trabler set a standard currency a few years ago, and any other forms of currency had to be changed (which cost 10% of the value changed, half of which went to the state). Did I mention Trabler is only 25 years old? Since any adventuring into abandoned areas ends up netting older coinage, this one has always been an easy way to give a realistic way for the government to function.
The 'Scutage' Tax is paid by citizens that wish to avoid military service in the Unicorn Defense Service. It needs to be paid once every five years, and comes to 110 Goodwives.
Read more about Igbar's Taxes here.
'By your countenance, you seem to think that there are more important things than wealth. According to some philosophers, my stubborn friend, you could be right. Life, love, and freedom might be seen as more important. Of course, I can buy freedom. Any day. Love? Please... I'm sure enough horn and your sister would come begging. Though looking at you, it might not take horn, some goodwives might do it. And life? Fool. I buy and sell lives everyday. Every day, every hawwaak. Wealth, boy. If you are going to work with His Eye, understand that life is so, so cheap.'
Varkonvich Von Zap, Omwo~ Seeing Eye of Igbar
Igbar generally uses the Westic Common Calendar (The Calendars), though some of the Harou sections in the south east section of town use the Wastrian 12 month variation. The Westic Common Calendar has 6 months, called the Goesi of 60 days, with a leap day in between each month. The Goesi are Dumotux, Tokush, Tanos, Gosun, Hisio and Dumuktos. The Hawaak (eight day week) is used here as it is everywhere. The Waak (days) are Dunsak, Bowak, Vindak, Scaliak, Harvak, Monak, Lawsak, and Fastak.
As Celtricia has twin suns (Gerin and Tribin), the 22 hour day has three different phases. The Night, the Day, and the Sue (Siu, White Omwo~). The Sue is the red period in the beginning of the day when the weaker, reddish Gerin is the only light, the 'Red Dawn'. After 58 minutes, the brighter and more yellow Tribin starts shining, giving the day a more normal cast. As the binary suns spin around each other very quickly as Celtricia spins, the end of the day, dusk, is spent with 58 minutes without Tribin again.
The shortest day in Igbar's latitude is 9 full hours, with 7 hours of full light, and 12 hours of darkness. The longest day is 12 hours of light, with 10 hours of full light, and 9 hours of darkness.
Food in a city the size of Igbar is always a question. The local grains (Chorm, Tine, and Fessil) are all found in abundance in the Tiche Plains, a major farming area that stretches east from Igbar. Carrots, tuber roots, and cabbage (and rare giant cabbage) are also harvested heavily, with corn (red and yellow) being almost as popular. Marcher Cows and Orbian cows are both raised for milk and meat, as well as game birds like chickens and turkeys. Pork and Coom's Foot Lizard are also used to supplement. Most of the farming done here is organized in the settlement of Igtiche, a fast day's ride from Igbar. As a coastal city and trading hub, Igbar enjoys a large fishing fleet as well as a decent supply of delicacies from the Bright Lands and Orbi. Obviously, with the war, trade from Argus and her allies is non-existent.
There are many groups that vie for power in Igbar; many are Major Factions of Igbar. Most of them, you will find, are interconnected in some way. The wealthy and the old families have power, but still need the power of the Godstraat (Street of the Gods). The Merchant guilds are forcing their way into the hierarchy of the Houses of the Unicorn, but they still need to placate the forces of shadowy corruption. Interconnected and networked, every group bluffs its independence and yet none can survive alone.
Read more about the affect of the Factions of Igbar here.
The Bardic Influence
The populace gains much of their news and opinion in the Bardic Taverns of Igbar. There, the Free Bards and the bards of the local guilds sing their hearts out, as well as writing songs, twisting songs, reporting news, and giving opinions in the bars and hostelries of the town. They also write plays and performances. The power of the bards can be heard nightly in bars like the Silvered Note, Sweet Retreat, Golden Words, The Upper Crust and Hostem's Hospitality, to name some of the most popular. With all the choices of strong drink, it is a wonder anyone is ever sober in Igbar (What to Drink in Igbar). It is worth mentioning again that much news and political workings are expected to be heard this way, and that though the common folk and the working class know that bards can be bought off (and you can hear the accusation pretty much every night), still the whole mood of the city can be found in these places. No factional group has as much direct influence on the opinions of the populace.
Read more on the Bardic Influence of Igbar here.
A sad thing, it is, that there are those who consider it their trade and occupation to avoid the Laws of the Unicorn State in their pursuit of Horn and Goodwife. But it is a truism, and always has been. Pirates infested the oldest incarnations of this settlement, rogue traders, kidnappers and cutthroats. Today's Igbar is much more formalized, with the various groupings of underworld figures holding turf, extorting, picking pockets, pimping, whoring, gambling and mugging. While in the nicer neighborhoods the Scarlet Pilums keep crime to a controlled minimum, in the Dockside or the Leper's Bastion, keep one hand on your purse at all times.
Fair Gertie took smile and mesh stockings,
To the Collar effusive and lush.
While inland, her port made a fair many dockings,
But the last captain, his boat was too much.
The Assassin’s guild of Heliopolis, the Blackstripes, are still in town, despite the drubbing they took during the failed coup of 3 years before. The Eye, a rival guild from the north, was instrumental in the coup that brought Julian to power. The Bully boys have been around for decades near the docks, and Hornug's Game runs many of the gambling dens in the Leper's Bastion. Small, precise cults and guilds of death, such as the Holders of the Straight Way and the Karin Machination can be hired for exorbitant sums, and even the old Collegium Tortoris has recently showed signs of life. Violence from the shadows is a feature of all cities, but is more apparent in this border city than in more civilized climes.
Read more about the Underworld of Igbar Here...
The Guilds of Magic
Magic is all around Igbar; indeed, there are philosophies that theorize that the original urge to gather into population centers was to utilize magic more effectively. Most day-to-day magic is a very low-power, pedestrian thing. The effect of this is that though many, many guilds, schools, and churches have some access to the Void-Borne power sources, it is a small and select group that specialize in them and has experience in the greater workings so enabled.
Another way to discern the subtle difference between guilds that use magic and those that specialize in it is to understand that many other guilds teach some level of expertise in utilizing the Void-Borne power sources, as a tool towards realizing certain ends. However, there are a few guilds and organizations whose primary reason for being is the study of the tool itself. These are guilds of magic.
The Collegium Arcana is an old, multi-country law unto itself for those who study magic. This Collegium is synonymous with the teaching and use of magic throughout the cradle area, venerable and ancient, powerful beyond the reach of kings. In Igbar, the Collegium Arcana bought its own walled keep 60 years ago, where it takes in the money of young spellcasters, and teaches them and protects them in turn. This guild of magic has the greatest reach and the greatest resources, but also the most control on its membership.
The Alternative School of Magic, run by Samria and Palimar, has opposed them recently. Still, the Collegium is ancient, rich, and powerful. Many say it is only a matter of time before it finds a way to extinguish the upstart. The Alternative School utilizes strong relationships to make its way.
The Steel Library Sages' recent alliance with the Alternative School of Magic has breathed especial new life into that group. The Steel Libram is venerable yet shuttered, unused to the perils of politicking, yet it is another group focused on knowledge of all kinds.
There are also a few organizations that are the magical support for other groups, such as the Green Flame, the alchemist Branch of the Eye.
Knighthoods and Martial Guilds
The knighthoods and fighting schools in Igbar have flourished in this near-war zone. The Order of Stenron has a full barracks here. The Blue Turtles also have a large chapter. The Bowyers of Ceminia, and the Order of the White Paladin both show decent-sized followings. There are dozens of fighting schools attached to the various churches in town, to boot. Most knighthoods are not mutually exclusive, so a well-known knight may be a member of three or even more orders. The local Scarlet Pilums are an order of knighthood who also act as the security force of Igbar. They were hired some fifteen years earlier as a temporary solution to Igbar’s need of a City Watch, and they are still there. Though nearly defunct a decade before, the The Armor of Trade who are the Knights of Ogleic, the Lord of the Scales, is rebuilding as a fashionable knighthood.
'There is only you and your armor, once you take the field against the Zyjmanese or the Firehazers. Do not believe the stories of children that these are weak or barbaric people; they are as good with a blade as you are. Your armor is your first protection, and your honor is the other. Make sure both are in perfect order, every day. Those that are alive in a decade will thank me for my words. Those that are not did not listen anyways.'
Garcellenti Euridios, Hobyt master Knight of the Order of the White Paladin
Faith in Igbar
Igbar is a perfect example of the interwoven nature of religion into everyday life, as most guilds and other organizations have a patron or ally in a church or two. The average Igbarian sticks his head into at least one shrine or church every day; it never hurts being friends with the flock or the priests, and there is no such thing as having too much divine aid. The social fabric of everyday life is woven into the Faith of Igbar.
To view the current schedule of Holy Days, click here.
Many of the major churches have their central temples on the 'Street of Worship', also known as 'Godstraat' (Godstreet) in debased Westic. It is the mark of a religion on the rise or in a position of power to be able to buy and maintain an edifice on this street, though there are small shrines all over the city. The Godstraat is the first left as one enters the North Gate (the Recum Gate), a wide road with white-bricking on the ground. There are three rounded arches, all 25' high, made of white FidikMarple, with blacksteel accents and carvings. One bears an image of a gavel, a scimitar, and a shield, which are the sigils of the Lawful Triumvirate. The second arch has had the carving wiped off it, withe most of the blacksteel ripped away. The third arch looks very recent, and is well kept up. It has a large scythe carved in it, the sigil of Darkling of Vengeance and Redemption on its north side, and a flask and eight pointed star on the south (symbolizing the Church of Chaos and Change).
Read more about The Religions and Faith of Igbar here.
Merchant Guilds and the Economy
The trading syndicates and old families are another power-center, in truth equal in all ways to the government and the churches.
Almost all of the trade in the area is controlled by one of these groups, and they gather at the 'Grounds of Dismissal', Bannetti's Kaffee emporium in the middle of the city. As in almost any population, the Trading Families and consortia are not separate from the other political forces; rather they are intertwined with them. The older families may sometimes decry the rise of the merchant class, but it has been a case of sink-or-swim, and the benefits to the Istar that have adapted, and the city in general, are plain to see. A visitor to the ‘Grounds’ can barely see the old coffee shop in what has become, in three human generations, almost a full city block of mercantile activity. The Vissipee Family, the Winfire Consortium, and the Sceding Tree Associates are the three major speculators, and most of the lesser syndicates and guilds fall in line behind them.
Read more about the Trade Guilds of Igbar here.
'Willful war of metal on ore,
fire bake and liquid ingot pour.
Loving tap and strong hammer shape
a smith's grasp allows but one escape!
Oh black iron servant, you'll see,
The smith's eye knows what you're meant to be!
Powerful grip on hammer and tong,
Basso roar in wild makerspeak song!
Contest my vision for all you are worth
A noble working is a smithy’s hard birth!
Black Iron Servant, soon you’ll see,
A smith’s eye knows what you’re meant to be!”
Heard at Hostem's Hospitality, part of Eashell "Portnoy' Esientuimis 'Smithy Song'
Neighborhoods and Wards
Like all cities that have grown organically, Igbar's roads and street wind somewhat confusingly. Couple that with the small pond and the stream (the Vdalek) in the middle of the west side, and the growth of the city has just 'happened around it', and has not been organized.
Read more on the Neighborhoods and Wards of Igbar here.
Social Life in Igbar
There are so many social levels it is hard to begin. At the lowest level, there are outdoor gatherings for servants and the impoverished in the Leper's Bastin and the Dockside, around a bonfire or in a park, that look like mobs to the wealthy. The poor also enjoy the festivals of the churches, many of which cater to them.
Basic Knowledge of the Area (this is information that every inhabitant has)
- Igbar is a war zone. Troops from the Stenronian Alliance to the North come through all the time, and since the Theocracy of Nebler and eastern Trabler were taken some 6 years ago, Igbar is the major population area of a salient army.
- The recent perils of the night, the undead that are wandering in numbers, are a major, major worry. Even the war has taken something of a back seat. The Church of Geryon and the Green Mother have both claimed that the dead from the days when Igbar was part of the Northern Argussian Marches are rebelling against the recent war.
- The "Sunken Boneyard" abutting the north wall is a place of absolute terror since the undead curse has erupted. This is a huge, sunken area full of statuary and tombs for the Istar and military, with hedgerows topped with vneersberry. Everyone who passes in or out of the Recum gate walks by the western shrubbed edge, which goes on for nearly half a mile.
- Most people use The Vitim in greeting a person, the elbow to elbow clasping of the left shoulder.
- Read more on Social Life in Igbar here.
The Law of Igbar
The Scarlet Pilums, once a mercenary band hired to fill in for striking town guards, have been the enforcers of the law in Igbar for over a hundred and fifty years. When Trabler Aptor's merchant princes rebelled and wrested the city from the Argussian Empire, it was with the help of the Scarlet Pilums. Joachim Sheering is the Spear-Lord of the Scarlet Pilums, making him one of the most influential members of that Istar family. The law itself is based partially on the old monarchal laws of the Empire of Argus, and mixed with newer ideas from the Grey March (hence the upper and lower house of the Unicorn) and the Bright Lands plutocracy.
The north and south gates are open from sunup to sundown.
Read more about the Law of Igbar here.
Recent news of Igbar
In the beginning of Dumotux (WinterWane), right after the Lithe and the New Year began, it came to the common light that there were a series of bloody murders in the Steel Libram. A family member of a Senator of the House of the Unicorn (the Assembly of Igbar) was found beheaded there.
A horse trader, from the Renshurein House traders, was nearly strung up by a mob, which declaimed loudly how he had taken advantage of the caravan strangulation. The Scarlet Pilums barely saved him.
A few days later, there was a reported sighting of Lady Flagrenza and Laughing Jory on the docks. Both are well known Blackstripes from Coom Isle, where they are supreme. Every merchant is still locking his doors, and anyone with a price on his head is finding reasons to stay in.
More rumors and happenings of Daily Life in Igbar here.