If you grew up in Luirs...
...you grew up in the small but forbidding fortress city known as Luir's. Situated in the largest gap through the Shield Wall the Outpost is in an important strategic location for both war and trade. To the north of the Outpost the North Road runs between cliffs leading to both the northlands and the tablelands. To the south the red desert is an ever-changing land of storm-swept dunes that conceal fearsome predators and mysterious ruins.
To the southwest of the Outpost and within a score of leagues is the best-known of the ruins. Sometimes referred to as "The Blue Caverns" or "The Defiler's Tomb" this large area is much talked about. Explorers mention water flowing freely, poison and blood running down the walls and metal treasures worth a king's hoard. Quieter talk also tells of the ghost that supposedly haunts these caves and steals the life from those that trespass into its domain. Rumors of walls or whirling blades that rove the caverns, seeking victims, lances of extreme cold that numb and burn without leaving a mark and the feeling of lips sucking life-force from those that venture there are all common.
The road leading northwards is a natural ambush site for bandits, raiders and predators. Corpses are not uncommon, often left hanging on outcroppings of rock, and wary travelers do not dare the pass alone. The road leading south is patrolled by groups of fierce gith warriors who are often organized enough to ambush small groups. Unlike the northern road, the southern is generally kept clean of corpses both by carrion eaters and the scouring winds. To the north east lie the Tan Muark lands, fiercely guarded by their inhabitants, who usually provide poachers only a single warning, if at all, before killing them.
The Outpost itself is divided into three sections. The main section of the Outpost covers the western side from between the northern and southern gates. Here are the barracks of House Kurac, the homes of those who work for Kurac and the services catering to the needs of travelers. Luir's boasts only one inn, the Storm's End, although this does have a large stables attached. A wagon, called the Silver Wheel, houses a gambling den and can be found just to the east of the northern gate. The wagon, a joint venture between Kurac and the Tan Muark, is run mainly by the Muark. A Muark sells mounts from the pens east of the Wheel.
The second and more popular area of the Outpost is the Inner Yard, a huge open space fully contained within the walls of the Outpost. Here are tents, pavilions and stalls from all manner of traders. House Nenyuk has a branch here, and many of the tribes of the middle regions of Zalanthas have traders roving this yard exclaiming the virtues of their tribal goods. Here also tribal hunters come to barter pelts and foraged items for luxuries not found in their harsh environment.
Economy
The third and newest area lies just to the west of the old wall of the Outpost. In the remains of the gap buildings have begun to be erected. These currently include both a massive and strange-looking jail as well as a fighting pit that houses regular battles between warriors and beasts as well as group melees including seasoned warriors.
The only real economy of the Outpost is trade. The riches of Kurac, second-wealthiest of the merchant houses, flows back to here as does the trade from scores of tribes. While many of the elven tribes see the smaller elven trading post in the tablelands as their primary market, human tribes (and many other elven tribes) sell their wares in the yard at the Outpost. Also all trade between the northlands and the southlands passes through the Outpost, often doing a brisk trade while resting on their journey.
Government
The raiders and bandits that prey on this trade also often come to the Outpost to sell their ill-gotten gains and buy supplies and drink. As long as they do not practice their professions too close to the Outpost itself Kurac turns a blind eye to these people, making Luir's Outpost a rough place where some of the worst scum of Zalanthas can be found.
House Kurac is run by a ruling Council and these also control the Outpost. The current head of this council is Sardan Kurac, although his advanced years make it likely that this will not continue to be the case for long. Few outside of Kurac know who else is on this Council, and those in Kurac will not answer such questions (other perhaps with a sword for those overly curious).
The enforcement of the law in the Outpost is carried out my the military of the House. They can be easily identified by their dun-colored cloaks. Military leaders wear special leather armbands branded with the signs of Kurac as well as patches or boards on their shoulders to identify their ranks. It is well known that Sergeant wear patches while those higher in ranks wear boards of various design.
The business of the House is handled by black-cloaked merchants and agents, and those wearing more ornate cloaks (black with scarlet trims or scarlet with black trims) are senior in rank and should be treated with as much respect as nobles in the city states. Certainly few military personnel would hesitate to cut down anyone insulting Kurac by dealing roughly with these illustrious people. Those wearing robes of embroidered grey and scarlet are family members of some note and should likewise be treated with respect. Family members are often addressed with the honorific suffixes -da or -di (for males and females respectively).
Laws
The Outpost attempts to remain neutral with regards to both Allanak and Tuluk, although alliances are often made (and just as often broken). Known for being somewhat disreputable, the House Kurac is not truly trusted by many although its wealth and the usefulness of its services and goods means that it is generally tolerated.
In general common sense applies to dealings within the Outpost. Those going about heavily cloaked or veiled when no storm blows will be seen as suspicious and may be detained and similarly those openly wielding weapons may be seen as potential troublemakers. In general the best advice is to do nothing to attract the attention of the military, especially since many of them use a variety of spices that might make them more aggressive and less rational than the common soldier.
One law of note is that insulting House Kurac is considered treason much like insulting the Highlord Tektolnes would be in Allanak. Other laws come and go, and one of the best ways to learn the current regulations is to consult Kuraci personnel in the inn.
© 2002 Armageddon Mud
Submitted by Arkon