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Nation of Zell
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== Clover == The capital city of the [[Clovian Republic]] was rebuilt after its burning and now stands as the capital of Zell. Over the centuries, many of the buildings have been recreated out of marble. Wealth from conquests has led to a thriving art scene, beautiful archways, and columns which stretch to the sky. ==== Palace of War ==== On the highest hill in the city sits the gem of the Zell empire. The palace of war is the home of [[Zell (god)|Zell]]. It rises eight-hundred feet into the sky on a foundation of steel. The outside is glittering marble that slowly becomes silver plated stone near the top. Those who have entered inside the palace say that it is a place of incomparable decadence. Nearly seven centuries of treasure filled its labyrinthian halls. Zell’s throne room can be found on the third floor. Cutting the room in half is a massive sheet woven out of unicorn fur. The enchantments on this sheet prevent any but the most powerful magic from seeing through or around the sheet. Behind the sheet, on his golden throne, sits Zell during audiences. The Herald is the go between for Zell and those who approach the throne of the empire. ==== Senate Building ==== This oval domed building was once the meeting place for the senators of the [[Clovian Republic]]. Now, it stands as the meeting grounds for the Consul of Zell. Within its main chamber, the Consul gives decrees, listens to audiences, and enacts laws. The senate building is also thought to be one of the most warded buildings on the Rings. Protection spells cover every hall. In addition, specially trained clerics and paladins patrol the hallways looking for cracks in the building’s armor. Zell has spared no expense with regard to the defenses of this building. ==== Crypt of the Forgotten ==== In the oldest part of Clover lies the crypt of the forgotten. It is a mausoleum of sorts. The upper floor of the building holds the bodies and historical records of Zell’s greatest heroes. Below it holds Zell’s greatest enemies. The lower levels of the crypt are heavily enchanted. A person entombed within the crypt will not die of natural causes while inside. Instead they will shrivel and decay until they are but a husk of their former self. Most lose their minds long before this. The enemy leaders who oppose Zell or those people who try to incite rebellion are often thrown into the crypt. So far, no person, not even a Saint, has been able to make it to the lowest level of the crypt and return. ==== Clovis’ Vault ==== The Clovis Vault is a safe that was originally supposed to contain the [[Torvian|Hand]] of [[Caerwyn]]. However, over the years, Clovis also used it to store gold, jewels, and other assets of the Republic. Although the Hand is long lost, Zell still uses the vault to house its gold reserves, precious jewels, and rare (or dangerous) magic items. ==== God Slayer’s Sanctum ==== On the road known as Conqueror’s Way which runs along the West of the city there is a tower. This tower is made of enchanted steel, forged under an eclipse, with the souls of three-hundred Fidissaries locked within the metal for protection. No doors exist on this tower. The exterior walls are five feet of steel. Beyond is a labyrinth designed to trick, disorient, and eventually kill. A guardian stands at the end of this maze at a vault door. Beyond this door is a weapon that can supposedly slay gods. Not just [[Material gods|Material Gods]]...[[High gods|High Gods]] too. Is this just a myth? Well, the fact that many have felt strange, divine, presences around the Sanctum constantly might suggest that the answer is no. ==== First Astral Lighthouse ==== To travel from one Ring to another via Astral Ship, a lighthouse is needed. This lighthouse guides the ship through the strange primordial magic that surrounds each Ring. Without this lighthouse, an Astral Ship has no frame of reference and crashes into the Ring at high speeds. It was here, in Clover, during the twilight years of the Clovian Republic, that the first Astral Lighthouse was constructed. This lighthouse stands three-hundred feet tall and projects a brilliant beam of white light into the skies when hailed by a ship. The light allows the ship to home in on Clover and allows the ship to calibrate its instruments correctly for a safe landing. During the fall of [[Clovian Republic|Clover]], the Astral Lighthouse was damaged. However, in 49 AR, Zell ordered the Lighthouse fully repaired. Since then, the Lighthouse has been guiding ships crossing between the Rings and bringing in visitors from far beyond Null.
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