Nation of Zell: Difference between revisions
No edit summary |
|||
(8 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
== Overview == | == Overview == | ||
Fueled by a perceived destiny of reconstitution, Zell seeks to return to the glory of the old [[Clovian Republic]]. However, they are the heirs to the [[Clovian Republic|Republic]] in name alone. Zell’s centuries-long march of War has left many enemies in its wake. But what is not often recognized is | Fueled by a perceived destiny of reconstitution, Zell seeks to return to the glory of the old [[Clovian Republic]]. However, they are the heirs to the [[Clovian Republic|Republic]] in name alone. Zell’s centuries-long march of War has left many enemies in its wake. But what is not often recognized is [[Zell (god)|Zell]]’s improvements that it makes to regions around it. After the fall of Clover, it was Zell who reestablished government and law across Ramesh. And while yes, Zell is a military machine, the nation itself is non-aggressive in areas that it has added into its empire. This leads to a fascinating cognitive dissonance. Zell’s actions have led to the death of thousands and yet for many they are as benevolent a leadership as one could ask for on the continent of Ramesh. | ||
== Conquest == | |||
After his declaration of war, Zell turned his sight on Clover. With the united army of Bospora and Ortus, Zell attacked. After a bloody siege, Clover fell. However, once Clover fell, Zell received word that his previous city of Ortus had fallen to an army from Caer Eyrx. Instead of marching back to Ortus, Zell led the elite cavalry from Bospora on a lightning raid to Eyrx. Once there, Zell snuck inside the city and threw open the main gate. Cavalry rushed into the city with Zell leading the charge. They slew the Baron of Eyrx and added it to the new empire. Zell finished conquering Caer Ultus in 36 AR and Eastern Bospora in 38 AR. From there, all resistance was crushed in Caer Minimus by 44 AR. From there Zell swept northward into Gortal. Most of the region fell by 49 AR except the orc city of Patience. The city stood against Zell for almost two-hundred years before falling in 227 AR. It was burned, rebuilt, and renamed Havell in honor of the general who eventually captured the city. | |||
Trajana Major was the next to be conquered. However, after years of watching their neighbors fall to Zell, the region was prepared. Fighting began in 52 AR. It would be almost another eighty years before Trajana Major entered the empire fully in 131 AR.Trajana Minor proved to be an easier conquest. The orc city of Courage sent envoys to Clover.They offered the empire a deal. Courage would keep its independence in exchange for an annual tithe to Zell. Still in the midst of conquering Patience, Zell agreed to these terms. In addition, the city of Senexil freely joined Zell. It being the largest city and strongest military in the region, itonly took three short years before Trajana Minor was captured. In 136 AR Zell moved into the mostly empty region of Doz. Minimal resistance was put forth by the locals and the entire region was captured within a year. However, it was here that Zell was met by the Barrow River. | |||
A river crossing was deemed to be too costly so Zell refocused its efforts West. The empire had been slowly seizing Western Bospora for a century. A meager army chipped away at each successive city state. Yet, once the full might of Zell entered the fray in 140 AR, progress began to increase. The powerful city of Laurel surrendered to Zell in 143 AR and was allowed to keep a limited degree of independence. Armies swept northward after this. For two decades, Zell continued to conquer Western Bospora until it arrived at Beacon. The great city of Beacon had high walls, a powerful army, and huge reserves of high magic users. In 166 AR, Zell began their siege. It would continue until 171 AR when Beacon finally surrendered. This was a day of glorious celebration in Zell. | |||
Now the empire turned its attention to the Dorcha Wastes and the city of Nerdica. Such a plan had never been under the control of civilization since the days of [[Caerwyn]] and the first Dorcha Arex. Determined to take the wastes, Zell’s generals moved into the abyssal hellscape. More thana century passed with only limited progress. In 282 AR, another Dorcha Arex rose. Their power drove Zell’s armies back to Beacon. Only with the help of Zell, his Saints, and Beacon’s original [[Material gods|Material God]], Thaxnear, was the Dorcha able to eventually be slain. After this, the empire made a deal with Beacon. If they could hold back the power of the Dorcha Wastes, Zell would give them independence, along with aid, and troops. Beacon agreed and officially became independent again in 289 AR. From there, Zell turned south to the land of Shinrin or what was to later become [[Arket]]. | |||
Thejungles proved to be one of the greatest challenges to Zell yet. With armies massing outside of Shinrin in the year 299 AR, it would not be until 417 AR before the entirety of Shinrin wasconquered. After this, the empire geared up for its greatest challenge yet, [[Kovorov]]. The two countries warred from 430 AR to 484 AR until the revolutions began. Senexil, feeling that Zell had lost the old ways created by the [[Clovian Republic]], broke away from the empire. Tired of the growing tithe they had to pay, Courage joined Senexil. The two quickly entered into an alliance and awaited Zell’s wrath. The armies of the empire swept downward and began to siege Senexil in the year 486 AR. However, once word reached other cities, they started to leave the empire too. Laurel declared its independence in 487 AR and Krai in 489 AR. These losses left the empire reeling. They quickly reconquered Krai in 491 AR. | |||
However, pressure from both Laurel and the Trajana Minor alliance forced Zell to change its strategy.Zell began the process of strengthening its hold on the empire. It poured its resources into the cities of Gressus and Flovios. With these two bastions, Zell began to project its strength farther from Clover than ever before. Afterward, in 522 AR, the first stones were laid on the lands that would become Oren. This city, completely planned and financed by Zell, was designed to keepan eye on both Krai and stop any expansion from Trajana Minor. With its resources spread thin, Zell took fifty-three years to recollect its old strength. Conquests were stopped in favor of building or rebuilding old infrastructure. This is what many consider to be the golden age of the empire. Yet, in 575 AR, Zell slowly began its conquests again. At first it created fortresses on the [[Dark Ring]] and [[Primordial Ring|Primordial Rings]]. These forts were intended to give Zell strength and the ability to expand on other Rings. However, in the end, these bases became an unnecessary drain on Zell’s resources and were all abandoned by 660 AR. In 597 AR, Zell moved across the Barrow River into the [[Unclaimed Lands]]. This was equally as disastrous. Some small villages and hamlets were easily conquered. | |||
A few warlords even fell by 601 AR. However, many cities in this harsh land possessed high walls, powerful spellcasters, and years of combat experience. Many in the Zell army had never seen combat before. Varos, a city just across the Barrow River, fell in 614 AR. Other cities like Dalekingrad and Chathair resisted Zell until 633 AR. With losses mounting, Zell retreated to Varos to regroup. They launched another poor operation against Laurel in 637 AR but were forced to retreat. After those losses, Zell did not have enough troops to maintain Varos and were repulsed from the city in 640 AR. From there, Zell entered another period of waiting. They launched a small, half hearted, invasion attempt in 646 AR when they tried to land an army in Kvef. A fifth of the army froze to death in the freezing temperatures and the Frost Rat Rangers dealt with the beleaguered soldiers as they disembarked from their ships into the freezing water of the Northern Ocean. Most soldiers did not reach shore. | |||
From 651 to 667 AR, Zell launched probing operations once again against [[Kovorov]]. Small groups of soldiers would clash with the Torosk Third-Born in the mountains. These operations led to little and were interrupted in 666 AR when another Dorcha Arex rose in the city of Caer Ortus. From 666 to 668 AR, the military of Zell was busy containing the Dorcha as they evaded capture. However, in 670 AR, Zell turned its attention to the revolution that was occurring in Shinrin. A new [[Material gods|Material God]] has arisen. It took many years to stabilize the empire enough to assemble the greatest army Zell had ever fielded. The leadership viewed this as a chance to reassert Zell’s dominance over the continent. Instead, the army was annihilated by the new [[Material God]] and dozens of Saints died in 675 AR. Ever since, Zell has been licking its wounds. Unknown to the rest of the world, Zell no longer has the military might to control all of its empire. Additionally, their leader and the [[Material God]] that started it all has not spoken publicly in the last four decades. Zell still maintains its desire for conquest. Despite almost seven-hundred years of existence, the original mission still looms large in the minds of every patriot. Zell will conquer Ramesh and create an empire that stretches from sea to sea. | |||
== Relationships == | |||
There are two categories: nations that Zell has conquered and nations that Zell will conquer. Alliances are few and far between. Even then, Zell sees their allies as vassal states instead of independent countries. Larger nations like [[Kovorov]], [[Breoa]], and especially [[Arket]] are all seen as enemies that will be crushed. The only nation that Zell has no plans to conquer is the [[Draconic Kingdom]]. Even Zell is not bloodthirsty enough to ignore that an amphibious assault on an island filled with dragons is suicide. | |||
== Geography == | |||
==== The Cliffs of Zephrin ==== | |||
Home to the Aarakocra, the Cliffs of Zephrin are along the Mintropal mountain range. Over three miles in the sky and nearly impassable by foot, the Cliffs are one of the most isolated spots in the world. | |||
==== Mount Feather ==== | |||
This is the tallest mountain on Ramesh. With a peak reaching twenty-six thousand feet into the sky, Feather dwarfs any mountains around it on the Mintropal range. | |||
==== Mouth of the Ring ==== | |||
Located in the heart of Caer Minimus, this is a massive fissure in the ground that goes to the very center of the [[Prime Ring]]. The genasi are thought to have used this in mining operations or in underground construction for many centuries. There are many unexplored tombs, dungeons, and fortresses inside the Mouth of the Ring. Raiders sit in ambush inside the fissure waiting to rob travelers and scholars alike. | |||
==== Deadlands of Doz ==== | |||
A terrible Necromancer named [[Calamity|Fenrir]] was killed in a great battle in the region that would one day become Doz. Upon his death, his body was buried beneath a city. However, his body was so filled with low magic, undead for miles rose up under his command from beyond the grave. [[Calamity|Fenrir]] reanimated then annihilated the city and turned it into a kingdom of the dead. This is the City of Bone. In the days of the genasi, a powerful druid teleported the city to the [[Dark Ring]] where it exists to this day. The energy required to teleport the city and the low magic within the City of Bone scarred the land of Doz. It has become a desert. Despite the best efforts of the druids across generations, they have been unable to return Doz to its previous state. Many believe that part of the land’s primordial energy was stolen and remains within the City of Bone. If that energy could be returned there are druids who believe the desert can return to lush meadows once again. | |||
== Military == | |||
It is unquestioned that Zell has the best military on the continent of Ramesh. Not only is it the largest but most experienced. On the open field, it is thought that Zell is nearly unstoppable. Yet, in recent centuries, the construction of high city walls and the use of spellcasters has slowed the once unstoppable war machine. | |||
==== Command Structure ==== | |||
At the head of the army is the Consul of Zell. This head of the executive is the overall commander for the Zell military. Below that are the generals of Zell. Each general commands up to three divisions. Leading each division is the Retarii, a soldier who has risen through the ranks through merit to hold the position. No political figure or noble can hold the position of Retarii without first moving through the ranks. Because of this, the Retarii are some of the most respected and best fighters in the entire Zell army. Divisions are broken down in platoons which are led by Sergeants and each platoon broken down into squads which are led by a captain. | |||
==== A Zell Division ==== | |||
The division is the primary fighting force in the Zell military. It is equivalent to a full army. Each division contains between eight and ten thousand soldiers. Among these are at least one thousand calvary, artillery, one platoon of clerics (eighty), and a battery of specially trained high magic users who specialize in area of effect magic. A division, when it sets out from base, also is given enough rations to operate without foraging for up to three months. | |||
==== Bosporan Cavalry ==== | |||
Hailing from the area around Caer Bospora, the Bosporan Cavalry are legendary on the battlefield. Riders usually train with a given horse from early adulthood. With a bond unlike any other, the Bosporans can maneuver on the open field better than any other. Additionally, their proficiency with sabres covered in anti-coagulants means that any injury is likely to take an enemy off the battlefield. Truly though, the Bosporans are feared for their devastating charges. Armed with lances, the Bosporans have been known to crush through the flanks of their enemies. Their discipline breaks the enemy line allowing the cavalry to break, pick their targets, and pick off the enemy. In recent years, some Bosporans have begun riding elephants into combat. Although less maneuverable, the elephants allow the Bosporans to clear through buildings, other cavalry, or breaches in city walls. While few, the Bosporan super heavy cavalry are thought to be the next evolution from Bospora. | |||
==== Ultus Regulars ==== | |||
The heart of the Zell army is made up of soldiers from Caer Ultus or Caer Minimus. Each soldier is equipped with an aspis shield, two short spears, and an arming sword for close combat. The soldiers are given a choice between leather or a chain shirt for armor. Most choose leather as the Zell army desires to be fast on the open field. | |||
==== Paedor Soldiers ==== | |||
What soldiers Zell does not recruit from its heartland are considered Paedors. The Paedors are usually the first to enter battle or be sent on missions. They have no standard kit, as that is left up to the individual, and only basic training from Zell’s Retarii. Despite this, the Paedor fare well in battle. Using their often unorthodox fighting style allows Zell to continuously surprise their enemies. | |||
==== Fidissaries ==== | |||
Zell is a war machine and therefore needs more soldiers than it can naturally recruit. That is where the Fidissaries fit. Every seven years, officials arrive at each town in their region. They take the strongest children from ages three to ten. The officials journey to Havell with the new recruits and drop them off at the Hammer. This is the fortress of the Fidissaries. Until age eighteen, the children are trained to warriors that are completely loyal to Zell and the Consul. Each Fidissary is trained in all manner of weapons, military tactics, politics, and magic if they show talent for the art. The training of a Fidissary is considered the most brutal in the Zell army. Fidissaries are expected to be able to lift twice their body weight over their head, be able to run fifty miles without rest, and are routinely dropped alone, naked, in the middle of the wilderness and expected to make it back to Havell (somehow). One legendary instance of this is when thirty Fidissaries were dropped on the [[Primordial Ring]]. Over the course of the next year, twenty-nine out of the thirty made it back to Havell. On the battlefield, the Fidissaries are feared. They engage with whatever equipment is best for the job (usually plate armor and a greatsword) and cut through the enemy line. Fidissaries are particularly adept at finding enemy commanders before either capturing or executing them. | |||
==== Supply Lines ==== | |||
The Zell army has the most advanced supply system on Ramesh. With over one-hundred thousand wagons, five-hundred thousand horses, and close to a quarter million people working to manage the supply line, Zell is able to supply its army no matter where it fights on Ramesh. Often during conflict, the enemy does not try to disrupt Zell’s supply lines. It is usually a futile attempt. | |||
==== Generals of Zell ==== | |||
The generals in the empire are treated like celebrities. They are routinely swarmed in the streets by crowds of adoring (or angry) citizens. As of 701 AR, there are three top generals. Sinclair Deodra is a commander famous for his bloody sieges. Theodora Candlet is known for her incredible skill in commanding her cavalry. Finally, Caecilius Hispallus is considered the best tactical mind in Zell. He was the only general to survive the Shaking and has a burning desire to reclaim [[Arket.]] | |||
== Government == | |||
The government of Zell is vast. To rule such a large empire, the government has needed to shift many times. Yet, its current iteration, which has been used since 484 AR, seems to be one that will last. | |||
==== Consul ==== | |||
Chosen by [[Zell (god)|Zell]] himself, the Consul runs the government of the empire. For seven years, the Consul is granted all the power of an emperor. They rule as they please with the only restricting factor being Zell. Yet, the job of Consul is not one that is often desired. At the end of seven years, the Consul is executed by Zell. There are instances of Zell sparing the Consul if they oversaw great military conquests but most are simply terminated at the end of their reign. No Consul has successfully been able to escape execution by Zell or his Saints. The current Consul as of the year 701 AR is Anthea Sacerdos. She became Consul in 699 AR and has three years left in her reign. As of yet, Anthea has no great military victories. | |||
==== Regional Governors ==== | |||
Zell uses regional governors to oversee its empire. These governors report directly to the Consul. Once appointed, these governors are usually instituted for life. | |||
==== Mayors ==== | |||
Cities and towns across Zell are allowed to elect mayors. This is thought of as the last vestige of the Republic. These mayors control both the executive and legislative branches. However, their actions can be overridden by the regional governor. | |||
==== Military Superiority ==== | |||
Generals usurp the power of both the mayors and regional governors, particularly when out on campaign. The generals in Zell hold an incredible amount of power. They can order a city’s food stores to be given to them with the same authority as a Saint. This leaves mayors and governors feeling particularly tense when a general enters their domain. | |||
==== Herald of Zell ==== | |||
The Herald is the voice of the [[Material gods|Material God.]] Zell does not speak directly with any mortals anymore except his Herald. This has sparked controversy but none wish to challenge the Herald...yet. As of 701 AR, the current Herald is Ether Bursio the Fourth. They have been the Herald of Zell since 668 AR. | |||
== Culture == | |||
The culture of Zell is a melting pot from many regions. While each is highly varied, there are a few overlapping features that cross ancestral borders. | |||
==== Zealous Worship ==== | |||
For the population, [[wikipedia:Cult|Zell is the greatest of gods]]. Their worship reflects this. The average person prays three to four times a day with a daily trip to a cathedral or temple. | |||
==== Charity ==== | |||
There is a great deal of prosperity in Zell. The people view themselves as better than other nations or groups because of this. Yet, from these arrogant foundations comes good. An average person in Zell is charitable. Gifts of food, clothing, and gold are all common to the less fortunate in and outside of Zell. Zell's charity is not often discussed outside its borders. Many countries do not tell their people about Zell’s charity for fear that they would begin to think well of the | |||
warmongering state. | |||
==== Community Focused Towns Guard ==== | |||
Town guards are trained to be servants of the people in Zell. Many are retired soldiers who take their discipline into the town guard. Although for many it is an adjustment. Guards are taught to be always smiling and to chat with travelers. They are told to be curious, not judgemental, and help as many people as possible. Without the pressure of a normal town guard the Zell guards are able to take their time to truly help people with their problems. It is uncommon to also see towns guard going door to door checking in on the residents. While other town guards might be feared or viewed with suspicion, the people of Zell treasure their town guard. They are a member of the community and respected. | |||
==== Military Fanaticism ==== | |||
The people of Zell love their military. Young children dream of joining the army. Soldiers are treated like heroes and generals like celebrities. Information about troop movements, promotions, and battles fill the local papers. People cannot get enough about their military. | |||
==== Horseback Riding ==== | |||
A tradition from Caer Bospora that has spread through the empire, many in Zell love horses. In villages people own their own stable while those who live in cities rent from a massive community stable. Although the people from Bospora are the best riders, the average citizen in Zell is no slouch and can easily cover fifty-miles a day on horseback. | |||
==== Prohibition ==== | |||
The empire of Zell has outlawed the consumption of alcohol. Zell himself believes that alcohol is evil. It makes strong men weak and weak men into criminals. Therefore in 106 AR, all alcohol was made illegal within the nation. This is not to say that no alcohol exists within Zell but none is served legally in taverns across the empire. | |||
== 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. | |||
== Caer Ortus == | |||
Bards tell tales of Ortus as the sister city to Clover. They were built by two sister princesses during the reign of the Genasi. One was built on a field of wildflowers while the other was built next to a lake. While the wildflowers no longer grow in Clover, the lake of Caer Ortus still remains. Now though, Ortus uses the view to attract business people from all over Ramesh. It is second only to Karjakin on the continent in terms of its concentration of wealthy persons and capitalistic ventures. | |||
==== Sister City to Clover ==== | |||
Ortus is only one hundred and seventy-six miles away from the capital of Zell. Its proximity allows easy traversal between the political and economic hubs of Zell. The road connecting the two cities is one of the most traveled in all the empire. | |||
==== Business Hub ==== | |||
A business friendly environment combined with the nearby capital and residence of the regional governors makes Caer Ortus highly attractive to businesses. Accounting offices, manufacturing headquarters, law firms, and more have all made Caer Ortus their home. Entrepreneurs line Inspiration Street with models of their new inventions. Artists flood the city every day hoping to find wealthy patrons. For the lucky, money flows like wine here. | |||
==== Platinum District ==== | |||
The real money in Ortus is concentrated in the platinum district. Inventors, bankers, and the like have their offices here. Shops tailor to the finest that Ortus has to offer. In addition, if a person is looking for a mercenary group, they can find the top of the line here. Those mercenaries or adventurers with pedigrees of success usually find their way to the Platinum District. Silverstone Mercenary Academy If ever a young farmer or street rat wished to become a mercenary, all they would need to do is find their way to the Silverstone mercenary academy. They would then sign a contract saying that the academy will take half of what they earn over their career and that the academy has complete autonomy over them until their training is over. After this, the hopefuls wait until the barracks are full with one-hundred new recruits. Once this occurs the recruits are taken to an arena beneath the academy and forced to fight to the death until just ten remain. These ten are trained over the course of the next five years. Not all of the ten survive as at least one or two fall victim to injury or disease. However, once the training is complete, the mercenary is assigned a team and thrust into the world. Silverstone mercenaries are highly regarded and thought of as true professionals. | |||
==== Castle Sarcior ==== | |||
Once Castle Sarcior was the home of [[Zell (god)|Zel]]<nowiki/>l when he first fled to Caer Ortus after the burning of Clover. Now, it is the home of the city’s mayor. With three spiraling towers, walls with ancient battlements, and a supposed guardian living beneath the castle, Sarcior is just as much a fortress as a home for a politician. | |||
==== Lordaleer Manor ==== | |||
Located in the center of the platinum district, Lordaleer Manor is the five story, two-hundred and fifty-five room, magically infused, mansion that the regional governors and their families reside in when they are not traveling. Each regional governor has access to their own wing of the manor, servants, library, and more. Part of the position’s appeal is simply living inside the luxurious Lordaleer Manor. | |||
==== Astral Lighthouse of Caer Ortus ==== | |||
Like Clover, Caer Ortus has its own Astral Lighthouse. However, unlike Clover, Ortus’ lighthouse comes with its own Astral Ship repair hanger. Over time this has attracted more Astral Ship travel into the city. Many Astral Ship captains even say they prefer Ortus’ Lighthouse to Clover’s. During the summer months, the Lighthouse is projecting its position nearly twenty-four seven. | |||
==== Start of the Avaleer Trail ==== | |||
The Avaleer trail is the trading route that goes from Ortus to Gressus. Merchants take all the amenities of life to Gressus and bring back the fine pelts acquired by its many hunters. These pelts are in high demand by the local aristocracy. It is hard to tell which city benefits more from the Avaleer Trail but each pays mercenaries to patrol the trail and keep trade flowing. | |||
== Caer Bospora == | |||
Surrounded by an arid savannah, the rolling plains of Caer Bospora are perfect for the riding of horses. For thousands of years, the people of the city have mastered the art of horseback riding. Now, the culture of Bospora has spread to the entirety of Zell. Although Clover is the heart of the empire, Caer Bospora is its soul. | |||
==== Gateway to the West ==== | |||
Bospora is the last great city before a traveler ventures West beyond the borders of the empire. It is the final place to gather supplies before encountering hundreds of miles of untamed wilderness. Although the city can get any traveler well stocked, the weak or stupid will not come back alive. | |||
==== Bosporan Horses ==== | |||
The horses of Bospora have been bred over generations to be stronger and faster than the average horse. They have a relatively gentle demeanor. At first glance they seem perfect. However, a single Bosporan purebred can clear an acre of pasture in a day. To maintain their physique, a Bosporan horse eats triple what a regular horse eats. While they are easy to feed on the savannah, in a regular rolling countryside or arctic tundra, the upkeep of a Bosporan horse can be a challenge to say the least. | |||
==== Hippodrome ==== | |||
Horse racing, whether bareback or using chariots, is one of Bospora’s favorite pastimes. This is why the Hippodrome of Bospora holds more than sixty-thousand seats. Many days, all these seats and the isles are filled with citizens waiting to cheer on their favorite riders. A champion jockey can earn more than twelve-thousand gold coins a year in Bospora. | |||
==== Bosporan Menagerie of Rare Beasts ==== | |||
Being on the fringes of society allows for the Bosporans to capture many rare beasts. Many of these beasts are then taken to the Menagerie located just outside the city. This menagerie contains everything from lions, to elephants, wyverns, and even a juvenile purple worm that the locals call Doug. | |||
==== Wildfire Spice ==== | |||
Around the Bosporan savannah grows a cereal grain that looks like red wheat. This is not a cereal grain. Within the seed pods contain a viscous green liquid known as wildfire spice by the locals. This spicy liquid is the cornerstone of Bosporan cooking to the chagrin of all traveler’s stomachs. | |||
== Caer Eyrx == | |||
Eyrx is the greatest port city in all of Zell. In fact, it is one of the only port cities. However, Eyrx | |||
has always had a propensity for bringing in the weird. The locals embrace the unknown instead | |||
of shying away from it. Travelers looking for the unexplainable should look no further than Caer Eyrx. | |||
==== Great Harbor of Eyrx ==== | |||
It was said that the giants dug out Eyrx’s harbor when the world was young. Scholars cannot confirm this but all data does show that Eyrx’s harbor is abnormally deep. This is to the benefit of the city as it allows great ships sailing from as far as Kvef to dock safely in the waters off the city's bustling shores. | |||
==== Floating Pyramid of Yaal ==== | |||
A fixture on the city’s skyline, the Floating Pyramid of Yaal is a marvel. The pyramid is two hundred feet tall and is brimming with primordial magic. What’s more, it floats fifty feet above Eyrx’s harbor. Scholars have yet to determine how exactly the pyramid levitates. Additionally, explorers have confirmed that the pyramid’s interior has at least forty different configurations with all signs pointing to more. The shifting within the pyramid is also unexplainable and undetectable. Scholars have warned explorers from venturing inside the structure but they are often ignored to the detriment of treasure hunters. | |||
==== Coraxian Labyrinth Box ==== | |||
Near the center of Eyrx is a pedestal in the middle of a small shrine. This pedestal contains a small black box. The box is guarded at all hours of the day for the safety of the public. A humanoid who touches the box is immediately teleported to another dimension which contains a strange labyrinth. The details of the labyrinth change based on reports from people who have returned. However, each faced a trial to escape the labyrinth. Their reward for escaping the labyrinth is usually a great boon provided by their tester. Although escaping the labyrinth is very rare. One in ten thousand are suspected to succeed. Because of this, the guards only let those who have been given permission by the Mayor to touch the box. | |||
==== Inverted Space Wheel ==== | |||
Near the neighborhood known as Finch’s Hollow sits a strange contraption. It is a giant flat circular structure almost four stories high with a singular door and no windows. Every hour, exactly on the hour, the wheel spins. A person who is inside the wheel at the time of its spinning has gravity reversed for them. This reversal lasts until the person falls asleep or the wheel turns again. Once again, scholars are unsure how the wheel works, who made it, and why. | |||
==== Black Stone of Tordeaux ==== | |||
Sitting in a glass box near the harbor is the Black Stone of Tordeaux. Many locals refuse to acknowledge it. This is because many think it’s cursed. There are no known incidents regarding people that have supposedly been cursed by the stone. Yet, many scholars refuse to study it. Even the Mayors of Eyrx have declined to comment on the stone. Although sometimes outsiders will say that they see the stone glitter occasionally. When tracked down by researchers, those people report that they have suffered no ill effects after observing the stone. To this day, the Black Stone of Tordeaux continues to be a mystery. | |||
==== Albatross Tower ==== | |||
Overlooking the harbor stands the Albatross Tower. Its many flags waving in the wind is just as much a symbol of Eyrx as the pyramid. This tower which stands just under ninety-feet tall is the home of Eyrx’s mayor. The current mayor is Alphonse Astot as of 701 AR. | |||
== Havell == | |||
Once an orcish city state, now the people have completely shed the old identity of the city. Zell has rebranded Havell as a worldly site. Yet, some orc citizenry remains to remember through the generations what Havell used to be when orc banners flew over its skyline. There is little chance of revolution though. Havell is home to the Fidissary base known simply as the Hammer. | |||
==== Once Orcish ==== | |||
At one time, Havell was the orc city-state of Patience. However, after a centuries long war, Patience eventually fell to the mighty Zell armies. Most of the old city was burned, rebellious orcs executed, and the new city built from the ashes. | |||
==== New Havell ==== | |||
The new Havell is mostly constructed out of stone mined from quarries near Krai. In addition, it is dotted with many cathedrals dedicated to Zell. Life in Havell is also fast paced. The day begins at dawn and people do not stop bustling until the sun sets. This is a far cry from the old city but the regional governor would have it no other way. | |||
==== Bones of the Old City ==== | |||
There are still fragments of the old city. Below the streets, past the foriegn stone, lines the catacombs of Patience. Many orcs still live here. Over the generations the orcs have also migrated above ground. Although both the orcs and people of Zell do not quarrel, there is a growing tension beneath the surface. The orcs wait until the perfect moment to strike. Why not? Patience is their core virtue. | |||
==== Deathmark Woods ==== | |||
Surrounding Havell is the Deathmark Woods. These woods were infested with low magic long ago by a mad mage. Since then Zell has attempted to clear the woods but with little success. Fidissaries and mercenaries alike go on routine raids to clear the Deathmark of undead and other corrupted animals. As part of their training, a Fidissary will be drugged, thrown into the Deathmark, and expected to find their way back to the Hammer. Most succeed but there are the occasional recruits that are eaten by a six-headed dire toad or a wandering horde of frenzy ghouls. | |||
==== The Hammer ==== | |||
As much a prison as it is a home, the Hammer was designed to be a base for the Fidissaries. Beyond the fifty foot high wall lies a series of buildings and barracks. Children become zealot soldiers within the walls of the Hammer. Their being pounded and shaped into form before being thrown at the empire’s enemies. | |||
== Gressus == | |||
Once only a small fort, Gressus has grown from its meager beginnings. Clover views Gressus as vital to projecting its power along the border with [[Kovorov|Kovorov.]] If ever Zell were to try and invade across the mountains, the first soldiers across would be the Gressus garrison. But for now, most of Gressus is content to hunt, farm, and live at the edge of Clover’s control. | |||
==== Symbol of Zell ==== | |||
Zell has poured hundreds of thousands of gold pieces into Gressus to build the city. With the growing population center, Zell hopes to be able to remind local villages and hamlets of their allegiance to Clover. And, if that fails, the Gressus garrison is never far away. | |||
==== Fort Gressus ==== | |||
There is nothing unique about fort Gressus. It holds the standard Zell division comfortably in its confines two miles outside Gressus’ city limits. However, the makeup of the fort is unique. Gressus contains a high number of cavalry, ultus regulars, fidissaries, and no Paedoran soldiers. The army is built to be highly mobile. On training exercises, it has been tested that the Gressus garrison can move one-hundred miles in two days at full strength. | |||
==== Pelt Hunters ==== | |||
Those people who do not work the shops, furnaces, or taverns in Gressus take up life as a hunter. The fox, raccoon, shale beast, and cougar hides out on the frontier are highly prized in places like Caer Ortus. Hunters are able to make a decent living by selling their pelts to merchants traveling to Avaleer Trail. | |||
== Krai == | |||
Rare ore mining hub. Ore comes from the surrounding countryside and is brought back to Oren Krai feeds the war machine that is Zell. It collects the ores from its surrounding lands before refining them and shipping them all over the empire. Yet, this is also a great danger to the empire. Krai has long been fiercely independent. They declared independence in 489 AR before being reconquered in 491 AR. Yet, that simmering desire for freedom has still not been entirely stamped out within the city. | |||
==== Economy of Krai ==== | |||
The land around Krai contains many mines. Ore from these mines is transported to Krai before being refined. After refinement, the ore is sent to smelting facilities across the empire. | |||
==== Refinement Factories ==== | |||
Krai’s refinement factories are its main source of employment. Workers harvest everything from iron to adamantine within the factories. These advanced refinement factors are able to refine more than three tons of ore a day in a single factory. | |||
==== Glittering Trail ==== | |||
The Glittering Trail refers to the roads that lead from Krai to Clover and Caer Ortus. Among the wagons contain tens of thousands of gold pieces worth of material in a single caravan. Long the Glittering Trail moves Zell’s very ability to wage war across the continent. | |||
==== Homebase of the Stain ==== | |||
In an unknown location within Krai is the secret base of the Stain. This legendary thieves guild has robbed from nearly every nation on the Rings. But now they are beginning a new heist. A heist which will steal Krai right out from under the nose of Zell itself. | |||
== Oren == | |||
Oren's existence stands as a testament to Zell’s power. Using its vast resources, over the course of a decade, Zell built the city of Oren from scratch. It was designed by its current mayor, Briv Ironboots, to be the most advanced city ever. With a central control center located deep below the city, Oren is set to revolutionize the world. | |||
==== A Planned City ==== | |||
Oren was designed for efficiency. A winding maze of one way roads flowing through tunnels and over small bridges cuts down on traffic. Buildings are aligned to allow a cross breeze through the city creating a subtle wind. The modern sewer system allows for not only incredible hygiene but it doubles as a water drainage system to prevent floods. Everything, down to the position of the street lamps, was planned by Briv. | |||
==== Running like Clockwork ==== | |||
A person new to Oren would notice many tracks running across the city. This is because many structures in Oren can move along the tracks. Signs can shift across Oren overnight at the whim of the operators. Additionally, large coaches pulled by beasts of burden move along these tracks as a form of public transportation. | |||
==== Shifting Streets ==== | |||
The streets themselves in Oren can shift. With a city that is constantly being updated, Briv realized that they needed a way to swap out aspects. That is why the ground beneath Oren is mostly hollow. This is to allow Briv to lower whole buildings into the hollow space overnight. Then, by the next morning, a new, updated, building has taken the old’s place. Despite it being a technical marvel, a few citizens have voiced their concerns with Briv. Although fantastic, the ability to have a building disappear seems to some like a privacy or safety hazard. So far, Briv Ironboots has not addressed these concerns. | |||
==== Rare Fuel Source ==== | |||
All of Briv’s work is powered by raw aether. It is the only source with enough abundance and powerful enough to be used on a city wide scale. However, the sources are not easy to obtain. Magical creatures, even small ones, contain natural aether within them. The city of Oren pays individuals who bring them magical creatures that they can extract aether from. Many have found this a lucrative business. | |||
==== The Armageddon Cannon ==== | |||
All of Briv’s work has not simply been civic. Oren’s defenses are state of the art. Particularly, its new Armageddon Cannon. Although never fired, it is supposed to use the city’s raw aether supply as fuel for its firing. The cannon will shoot a beam of pure magic capable of creating an explosion with the power to level small villages or enemy armies. Briv is currently testing the cannon’s capacity to see if the beam of energy can be lobbed over greater distances. | |||
== Flovios == | |||
Upon the Barrow River lies the city of Flovios. Another one of Clover’s power projecting cities, Flovios has become much more than just a base. It is a hub of trade, fishing, and scientific discovery. | |||
==== Steady Growth ==== | |||
Beginning in 511 AR, the Consuls began to fund construction in the city of Flovios. Despite the city not receiving funding since 566 AR, it has continued to expand. Its role as Zell’s primary trading city on the Barrow along with the creation of the Talador Research Facility have drawn more travelers from across Ramesh to Flovios. | |||
==== Fishing on the Barrow ==== | |||
As the water of the Barrow begins to warm the ecosystem begins to explode. The people of Flovios have benefited from this. Large sturgeon, some upwards of seventeen feet in length, swarm the waters near Flovios. They are the primary catch of the city’s fishermen. Catfish, perch, carp, and trout also swim the waters of the Barrow providing plenty of variety. Often these fishermen catch the fish early in the morning before bringing their catch to specialized merchants. These merchants put the fish in special demiplanes devoid of oxygen,bacteria, and have a natural temperature below 40 fahrenheit. The merchants have found that they can store their fish in this way for up to a week.After the packaging of the fish, the merchants set out on foot, horseback, or sometimes on thebacks of winged creatures. The caught fish travel as far as Clover and are considered a delicacy. | |||
==== River Trade ==== | |||
Trade comes down the river from Kaldr, Varos, and other cities. In addition, other cities like Enkai, Eyrx, and even Beacon send traders up the river to Flovios. With so many goods being distributed in Flovios, many merchants are drawn to the docks in search of ripe business opportunities. | |||
==== Talador Research Facilities ==== | |||
[[File:Gortal Region(1).jpg|thumb|Gortal]] | |||
The Talador Research Facilities are a group of normal looking buildings two miles West of Flovios. Within these buildings hides some of the greatest minds in Zell. Focuses include everything from biology, chemistry, chemically, augury, philosophy, and dextro-tracing (the family history tracing of certain torvians and researching how they awaken). Some of the leaders of Zell were once members of the Talador in their youth including Briv Ironboots, Caecilius Hispallus, and the current Consul Anthea Sacerdos. | |||
== The Gortal Region == | |||
The Gortal Region is in the northern part of Zell and contains a few major points of interest such as the large Cities of Havell and Gressus. | |||
== Trajana Minor == | |||
Trajana Minor is settled in a temperate climate. With humid summers and mild winters, the region is home to rolling fields full of wildflowers, leafy green forests, and independence from the Zell empire. For decades, the alliance within the region has kept the Zell armies back but it is unknown for how much longer this will occur. | |||
==== Courage ==== | |||
Long ago the orc city-state of Courage swore fealty to Zell. Then, in 485 AR, joined Senexil in rebelling against Zell. Since then the orc state has stood proud against any attempt to threaten its autonomy. Although the battling has been bloody, Courage shows no signs of yielding to Zell. | |||
==== Senexil ==== | |||
The Republic of Senexil formed through the combination of tribes after the fall of the [[Clovian Republic]]. They regard many of the aspects and leaders of Clovian society as divine. However, this has led to them rejecting modernity. Senexil refuses to embrace the new technologies and ideas of the age. This is perhaps good. Senexil is a true republic with leaders elected by the citizenry. These representatives meet in the Vargone, a large amphitheater towards the center of the city. Here the elected officials serve as the legislative and judicial branches of the government. A few blocks away in Blackwright Castle, the city President of Senexil resides. There the president manages the executive branch of government. As of 701 AR, the President of Senexil is Lord Waldron Tarrenblood. The patron [[Material gods|goddess]] of Senexil is known as the Lady of the Coppice. She wears a dark green shawl and rarely reveals herself to mortals. | |||
== Western Bospora == | |||
The savannah of Western Bospora is harsh. Towards the south, in the shadow of the Mount Feather and the Cliffs of Zephrin, lies a scorching heat. The land gets little water in the winter months before being subject to a deluge in the summer. North, towards become, the arctic winds blow and create a pseudo-desert at times on the plains. Additionally the inhabitants must contend with the Dorcha Wastes to the far North and the monsters that wander out of them. | |||
==== Beacon ==== | |||
Sometimes called the shining or illustrious city, Beacon is the gate that holds back the forces of the Dorcha Wastes. Despite being a vassal state of Zell, Beacon still views itself as completely independent. The city itself is nearly the size of Clover. Built on the side of a small mountain, Beacon is tiered alongside the sloping landscape. As a person walks higher into the city they would see the growth of Beacon through its architecture. Towards the base the houses are built out of brick or limestone, while higher up they become stone, then wood, and finally straw near the top. Beacon embraces its history. The citizens are adverse to tearing down the old in favor of the new. However, the highest levels of Beacon have been remade. The Palace, made of stone and marble, sits at the highest point. Other modern buildings built using glass, steel, and rare ores also exist. Beacon is run by a royal family who has been in power since the fall of Clover. Its current king is Kaspar Grayfall as of 701 AR. The patron [[Material gods|god]] of Beacon is Thaxnear. | |||
==== Laurel ==== | |||
Beneath the Cliffs of Zephrin lies Laurel. The city itself is built into the ground. Half of the city is above the land and half is below. Above laurel trees cover the city. Their evergreen leaves sway in the breeze. Below the city lies the neighborhoods of Laurel. As darkness takes the sky, the city seems to retreat underground. In the underground lies the ancient bastion of Murus. Built by the genasi, Murus is the secret weapon of Laurel. As of 701 AR, the impenetrable bastion has enough rations to last the entire city seven years within its walls. | |||
== Dorcha Wastes == | |||
During the final battle between [[Caerwyn]] and the first Dorcha Arex, the lands around were scarred. [[Low magic|Low]], [[High magic|high]], and [[primordial magic]] infused the land. Each twisted the very nature of the [[Prime Ring]] around the city of Nerdica. Centuries later the lands of the Dorcha Waste still bear the scars of the greatest battle that Ramesh has ever seen. | |||
==== The Wasteland ==== | |||
Water in the Dorcha Wastes is poisonous to all but the creatures that inhabit it. Even powerful divine magic cannot purify the water. Trees waste away with the lack of sunlight yet somehow still continue to live. Rain is infrequent but when it comes, it is acidic enough to melt through clothing. The only protection lives in the caves that dot the landscape. Although, during a rainstorm, the corrupted creatures of the wasteland also seek the shelter of the caves. | |||
==== Nerdica, the City of Sin ==== | |||
The dark city is a blasphemous stain upon the [[Prime Ring]]. It was once a thriving metropolis before the rise of the Dorcha Arex. Now it sits underneath a twilight sky as the low magic permanently within creates horrors unlike anything mortals can imagine. Some say that [[Sin]] itself resides within the old palace. The god’s crooked form darts amongst the shadows. Sometimes it is said that howls can be heard outside the walls as [[Sin]] holds court with its children and followers. | |||
==== Dark Hand’s Curse ==== | |||
Those who spend too long in the wasteland might fall victim to the Dark Hand’s Curse. It begins with whispers in the back of the mind. Then it resembles boils appearing along the skin. Before long, a person infected will be filled with an uncontrollable rage. Further progression of the curse varies. Some individuals mutate into awful creatures while others seem to return to normal. Those that return to normal though are never the same again. They are agents of [[Sin]] who obey only the wishes of the dark god itself. |
Latest revision as of 17:24, 30 January 2025
Overview[edit | edit source]
Fueled by a perceived destiny of reconstitution, Zell seeks to return to the glory of the old Clovian Republic. However, they are the heirs to the Republic in name alone. Zell’s centuries-long march of War has left many enemies in its wake. But what is not often recognized is Zell’s improvements that it makes to regions around it. After the fall of Clover, it was Zell who reestablished government and law across Ramesh. And while yes, Zell is a military machine, the nation itself is non-aggressive in areas that it has added into its empire. This leads to a fascinating cognitive dissonance. Zell’s actions have led to the death of thousands and yet for many they are as benevolent a leadership as one could ask for on the continent of Ramesh.
Conquest[edit | edit source]
After his declaration of war, Zell turned his sight on Clover. With the united army of Bospora and Ortus, Zell attacked. After a bloody siege, Clover fell. However, once Clover fell, Zell received word that his previous city of Ortus had fallen to an army from Caer Eyrx. Instead of marching back to Ortus, Zell led the elite cavalry from Bospora on a lightning raid to Eyrx. Once there, Zell snuck inside the city and threw open the main gate. Cavalry rushed into the city with Zell leading the charge. They slew the Baron of Eyrx and added it to the new empire. Zell finished conquering Caer Ultus in 36 AR and Eastern Bospora in 38 AR. From there, all resistance was crushed in Caer Minimus by 44 AR. From there Zell swept northward into Gortal. Most of the region fell by 49 AR except the orc city of Patience. The city stood against Zell for almost two-hundred years before falling in 227 AR. It was burned, rebuilt, and renamed Havell in honor of the general who eventually captured the city.
Trajana Major was the next to be conquered. However, after years of watching their neighbors fall to Zell, the region was prepared. Fighting began in 52 AR. It would be almost another eighty years before Trajana Major entered the empire fully in 131 AR.Trajana Minor proved to be an easier conquest. The orc city of Courage sent envoys to Clover.They offered the empire a deal. Courage would keep its independence in exchange for an annual tithe to Zell. Still in the midst of conquering Patience, Zell agreed to these terms. In addition, the city of Senexil freely joined Zell. It being the largest city and strongest military in the region, itonly took three short years before Trajana Minor was captured. In 136 AR Zell moved into the mostly empty region of Doz. Minimal resistance was put forth by the locals and the entire region was captured within a year. However, it was here that Zell was met by the Barrow River.
A river crossing was deemed to be too costly so Zell refocused its efforts West. The empire had been slowly seizing Western Bospora for a century. A meager army chipped away at each successive city state. Yet, once the full might of Zell entered the fray in 140 AR, progress began to increase. The powerful city of Laurel surrendered to Zell in 143 AR and was allowed to keep a limited degree of independence. Armies swept northward after this. For two decades, Zell continued to conquer Western Bospora until it arrived at Beacon. The great city of Beacon had high walls, a powerful army, and huge reserves of high magic users. In 166 AR, Zell began their siege. It would continue until 171 AR when Beacon finally surrendered. This was a day of glorious celebration in Zell.
Now the empire turned its attention to the Dorcha Wastes and the city of Nerdica. Such a plan had never been under the control of civilization since the days of Caerwyn and the first Dorcha Arex. Determined to take the wastes, Zell’s generals moved into the abyssal hellscape. More thana century passed with only limited progress. In 282 AR, another Dorcha Arex rose. Their power drove Zell’s armies back to Beacon. Only with the help of Zell, his Saints, and Beacon’s original Material God, Thaxnear, was the Dorcha able to eventually be slain. After this, the empire made a deal with Beacon. If they could hold back the power of the Dorcha Wastes, Zell would give them independence, along with aid, and troops. Beacon agreed and officially became independent again in 289 AR. From there, Zell turned south to the land of Shinrin or what was to later become Arket.
Thejungles proved to be one of the greatest challenges to Zell yet. With armies massing outside of Shinrin in the year 299 AR, it would not be until 417 AR before the entirety of Shinrin wasconquered. After this, the empire geared up for its greatest challenge yet, Kovorov. The two countries warred from 430 AR to 484 AR until the revolutions began. Senexil, feeling that Zell had lost the old ways created by the Clovian Republic, broke away from the empire. Tired of the growing tithe they had to pay, Courage joined Senexil. The two quickly entered into an alliance and awaited Zell’s wrath. The armies of the empire swept downward and began to siege Senexil in the year 486 AR. However, once word reached other cities, they started to leave the empire too. Laurel declared its independence in 487 AR and Krai in 489 AR. These losses left the empire reeling. They quickly reconquered Krai in 491 AR.
However, pressure from both Laurel and the Trajana Minor alliance forced Zell to change its strategy.Zell began the process of strengthening its hold on the empire. It poured its resources into the cities of Gressus and Flovios. With these two bastions, Zell began to project its strength farther from Clover than ever before. Afterward, in 522 AR, the first stones were laid on the lands that would become Oren. This city, completely planned and financed by Zell, was designed to keepan eye on both Krai and stop any expansion from Trajana Minor. With its resources spread thin, Zell took fifty-three years to recollect its old strength. Conquests were stopped in favor of building or rebuilding old infrastructure. This is what many consider to be the golden age of the empire. Yet, in 575 AR, Zell slowly began its conquests again. At first it created fortresses on the Dark Ring and Primordial Rings. These forts were intended to give Zell strength and the ability to expand on other Rings. However, in the end, these bases became an unnecessary drain on Zell’s resources and were all abandoned by 660 AR. In 597 AR, Zell moved across the Barrow River into the Unclaimed Lands. This was equally as disastrous. Some small villages and hamlets were easily conquered.
A few warlords even fell by 601 AR. However, many cities in this harsh land possessed high walls, powerful spellcasters, and years of combat experience. Many in the Zell army had never seen combat before. Varos, a city just across the Barrow River, fell in 614 AR. Other cities like Dalekingrad and Chathair resisted Zell until 633 AR. With losses mounting, Zell retreated to Varos to regroup. They launched another poor operation against Laurel in 637 AR but were forced to retreat. After those losses, Zell did not have enough troops to maintain Varos and were repulsed from the city in 640 AR. From there, Zell entered another period of waiting. They launched a small, half hearted, invasion attempt in 646 AR when they tried to land an army in Kvef. A fifth of the army froze to death in the freezing temperatures and the Frost Rat Rangers dealt with the beleaguered soldiers as they disembarked from their ships into the freezing water of the Northern Ocean. Most soldiers did not reach shore.
From 651 to 667 AR, Zell launched probing operations once again against Kovorov. Small groups of soldiers would clash with the Torosk Third-Born in the mountains. These operations led to little and were interrupted in 666 AR when another Dorcha Arex rose in the city of Caer Ortus. From 666 to 668 AR, the military of Zell was busy containing the Dorcha as they evaded capture. However, in 670 AR, Zell turned its attention to the revolution that was occurring in Shinrin. A new Material God has arisen. It took many years to stabilize the empire enough to assemble the greatest army Zell had ever fielded. The leadership viewed this as a chance to reassert Zell’s dominance over the continent. Instead, the army was annihilated by the new Material God and dozens of Saints died in 675 AR. Ever since, Zell has been licking its wounds. Unknown to the rest of the world, Zell no longer has the military might to control all of its empire. Additionally, their leader and the Material God that started it all has not spoken publicly in the last four decades. Zell still maintains its desire for conquest. Despite almost seven-hundred years of existence, the original mission still looms large in the minds of every patriot. Zell will conquer Ramesh and create an empire that stretches from sea to sea.
Relationships[edit | edit source]
There are two categories: nations that Zell has conquered and nations that Zell will conquer. Alliances are few and far between. Even then, Zell sees their allies as vassal states instead of independent countries. Larger nations like Kovorov, Breoa, and especially Arket are all seen as enemies that will be crushed. The only nation that Zell has no plans to conquer is the Draconic Kingdom. Even Zell is not bloodthirsty enough to ignore that an amphibious assault on an island filled with dragons is suicide.
Geography[edit | edit source]
The Cliffs of Zephrin[edit | edit source]
Home to the Aarakocra, the Cliffs of Zephrin are along the Mintropal mountain range. Over three miles in the sky and nearly impassable by foot, the Cliffs are one of the most isolated spots in the world.
Mount Feather[edit | edit source]
This is the tallest mountain on Ramesh. With a peak reaching twenty-six thousand feet into the sky, Feather dwarfs any mountains around it on the Mintropal range.
Mouth of the Ring[edit | edit source]
Located in the heart of Caer Minimus, this is a massive fissure in the ground that goes to the very center of the Prime Ring. The genasi are thought to have used this in mining operations or in underground construction for many centuries. There are many unexplored tombs, dungeons, and fortresses inside the Mouth of the Ring. Raiders sit in ambush inside the fissure waiting to rob travelers and scholars alike.
Deadlands of Doz[edit | edit source]
A terrible Necromancer named Fenrir was killed in a great battle in the region that would one day become Doz. Upon his death, his body was buried beneath a city. However, his body was so filled with low magic, undead for miles rose up under his command from beyond the grave. Fenrir reanimated then annihilated the city and turned it into a kingdom of the dead. This is the City of Bone. In the days of the genasi, a powerful druid teleported the city to the Dark Ring where it exists to this day. The energy required to teleport the city and the low magic within the City of Bone scarred the land of Doz. It has become a desert. Despite the best efforts of the druids across generations, they have been unable to return Doz to its previous state. Many believe that part of the land’s primordial energy was stolen and remains within the City of Bone. If that energy could be returned there are druids who believe the desert can return to lush meadows once again.
Military[edit | edit source]
It is unquestioned that Zell has the best military on the continent of Ramesh. Not only is it the largest but most experienced. On the open field, it is thought that Zell is nearly unstoppable. Yet, in recent centuries, the construction of high city walls and the use of spellcasters has slowed the once unstoppable war machine.
Command Structure[edit | edit source]
At the head of the army is the Consul of Zell. This head of the executive is the overall commander for the Zell military. Below that are the generals of Zell. Each general commands up to three divisions. Leading each division is the Retarii, a soldier who has risen through the ranks through merit to hold the position. No political figure or noble can hold the position of Retarii without first moving through the ranks. Because of this, the Retarii are some of the most respected and best fighters in the entire Zell army. Divisions are broken down in platoons which are led by Sergeants and each platoon broken down into squads which are led by a captain.
A Zell Division[edit | edit source]
The division is the primary fighting force in the Zell military. It is equivalent to a full army. Each division contains between eight and ten thousand soldiers. Among these are at least one thousand calvary, artillery, one platoon of clerics (eighty), and a battery of specially trained high magic users who specialize in area of effect magic. A division, when it sets out from base, also is given enough rations to operate without foraging for up to three months.
Bosporan Cavalry[edit | edit source]
Hailing from the area around Caer Bospora, the Bosporan Cavalry are legendary on the battlefield. Riders usually train with a given horse from early adulthood. With a bond unlike any other, the Bosporans can maneuver on the open field better than any other. Additionally, their proficiency with sabres covered in anti-coagulants means that any injury is likely to take an enemy off the battlefield. Truly though, the Bosporans are feared for their devastating charges. Armed with lances, the Bosporans have been known to crush through the flanks of their enemies. Their discipline breaks the enemy line allowing the cavalry to break, pick their targets, and pick off the enemy. In recent years, some Bosporans have begun riding elephants into combat. Although less maneuverable, the elephants allow the Bosporans to clear through buildings, other cavalry, or breaches in city walls. While few, the Bosporan super heavy cavalry are thought to be the next evolution from Bospora.
Ultus Regulars[edit | edit source]
The heart of the Zell army is made up of soldiers from Caer Ultus or Caer Minimus. Each soldier is equipped with an aspis shield, two short spears, and an arming sword for close combat. The soldiers are given a choice between leather or a chain shirt for armor. Most choose leather as the Zell army desires to be fast on the open field.
Paedor Soldiers[edit | edit source]
What soldiers Zell does not recruit from its heartland are considered Paedors. The Paedors are usually the first to enter battle or be sent on missions. They have no standard kit, as that is left up to the individual, and only basic training from Zell’s Retarii. Despite this, the Paedor fare well in battle. Using their often unorthodox fighting style allows Zell to continuously surprise their enemies.
Fidissaries[edit | edit source]
Zell is a war machine and therefore needs more soldiers than it can naturally recruit. That is where the Fidissaries fit. Every seven years, officials arrive at each town in their region. They take the strongest children from ages three to ten. The officials journey to Havell with the new recruits and drop them off at the Hammer. This is the fortress of the Fidissaries. Until age eighteen, the children are trained to warriors that are completely loyal to Zell and the Consul. Each Fidissary is trained in all manner of weapons, military tactics, politics, and magic if they show talent for the art. The training of a Fidissary is considered the most brutal in the Zell army. Fidissaries are expected to be able to lift twice their body weight over their head, be able to run fifty miles without rest, and are routinely dropped alone, naked, in the middle of the wilderness and expected to make it back to Havell (somehow). One legendary instance of this is when thirty Fidissaries were dropped on the Primordial Ring. Over the course of the next year, twenty-nine out of the thirty made it back to Havell. On the battlefield, the Fidissaries are feared. They engage with whatever equipment is best for the job (usually plate armor and a greatsword) and cut through the enemy line. Fidissaries are particularly adept at finding enemy commanders before either capturing or executing them.
Supply Lines[edit | edit source]
The Zell army has the most advanced supply system on Ramesh. With over one-hundred thousand wagons, five-hundred thousand horses, and close to a quarter million people working to manage the supply line, Zell is able to supply its army no matter where it fights on Ramesh. Often during conflict, the enemy does not try to disrupt Zell’s supply lines. It is usually a futile attempt.
Generals of Zell[edit | edit source]
The generals in the empire are treated like celebrities. They are routinely swarmed in the streets by crowds of adoring (or angry) citizens. As of 701 AR, there are three top generals. Sinclair Deodra is a commander famous for his bloody sieges. Theodora Candlet is known for her incredible skill in commanding her cavalry. Finally, Caecilius Hispallus is considered the best tactical mind in Zell. He was the only general to survive the Shaking and has a burning desire to reclaim Arket.
Government[edit | edit source]
The government of Zell is vast. To rule such a large empire, the government has needed to shift many times. Yet, its current iteration, which has been used since 484 AR, seems to be one that will last.
Consul[edit | edit source]
Chosen by Zell himself, the Consul runs the government of the empire. For seven years, the Consul is granted all the power of an emperor. They rule as they please with the only restricting factor being Zell. Yet, the job of Consul is not one that is often desired. At the end of seven years, the Consul is executed by Zell. There are instances of Zell sparing the Consul if they oversaw great military conquests but most are simply terminated at the end of their reign. No Consul has successfully been able to escape execution by Zell or his Saints. The current Consul as of the year 701 AR is Anthea Sacerdos. She became Consul in 699 AR and has three years left in her reign. As of yet, Anthea has no great military victories.
Regional Governors[edit | edit source]
Zell uses regional governors to oversee its empire. These governors report directly to the Consul. Once appointed, these governors are usually instituted for life.
Mayors[edit | edit source]
Cities and towns across Zell are allowed to elect mayors. This is thought of as the last vestige of the Republic. These mayors control both the executive and legislative branches. However, their actions can be overridden by the regional governor.
Military Superiority[edit | edit source]
Generals usurp the power of both the mayors and regional governors, particularly when out on campaign. The generals in Zell hold an incredible amount of power. They can order a city’s food stores to be given to them with the same authority as a Saint. This leaves mayors and governors feeling particularly tense when a general enters their domain.
Herald of Zell[edit | edit source]
The Herald is the voice of the Material God. Zell does not speak directly with any mortals anymore except his Herald. This has sparked controversy but none wish to challenge the Herald...yet. As of 701 AR, the current Herald is Ether Bursio the Fourth. They have been the Herald of Zell since 668 AR.
Culture[edit | edit source]
The culture of Zell is a melting pot from many regions. While each is highly varied, there are a few overlapping features that cross ancestral borders.
Zealous Worship[edit | edit source]
For the population, Zell is the greatest of gods. Their worship reflects this. The average person prays three to four times a day with a daily trip to a cathedral or temple.
Charity[edit | edit source]
There is a great deal of prosperity in Zell. The people view themselves as better than other nations or groups because of this. Yet, from these arrogant foundations comes good. An average person in Zell is charitable. Gifts of food, clothing, and gold are all common to the less fortunate in and outside of Zell. Zell's charity is not often discussed outside its borders. Many countries do not tell their people about Zell’s charity for fear that they would begin to think well of the
warmongering state.
Community Focused Towns Guard[edit | edit source]
Town guards are trained to be servants of the people in Zell. Many are retired soldiers who take their discipline into the town guard. Although for many it is an adjustment. Guards are taught to be always smiling and to chat with travelers. They are told to be curious, not judgemental, and help as many people as possible. Without the pressure of a normal town guard the Zell guards are able to take their time to truly help people with their problems. It is uncommon to also see towns guard going door to door checking in on the residents. While other town guards might be feared or viewed with suspicion, the people of Zell treasure their town guard. They are a member of the community and respected.
Military Fanaticism[edit | edit source]
The people of Zell love their military. Young children dream of joining the army. Soldiers are treated like heroes and generals like celebrities. Information about troop movements, promotions, and battles fill the local papers. People cannot get enough about their military.
Horseback Riding[edit | edit source]
A tradition from Caer Bospora that has spread through the empire, many in Zell love horses. In villages people own their own stable while those who live in cities rent from a massive community stable. Although the people from Bospora are the best riders, the average citizen in Zell is no slouch and can easily cover fifty-miles a day on horseback.
Prohibition[edit | edit source]
The empire of Zell has outlawed the consumption of alcohol. Zell himself believes that alcohol is evil. It makes strong men weak and weak men into criminals. Therefore in 106 AR, all alcohol was made illegal within the nation. This is not to say that no alcohol exists within Zell but none is served legally in taverns across the empire.
Clover[edit | edit source]
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[edit | edit source]
On the highest hill in the city sits the gem of the Zell empire. The palace of war is the home of 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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
The Clovis Vault is a safe that was originally supposed to contain the 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[edit | edit source]
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...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[edit | edit source]
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 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.
Caer Ortus[edit | edit source]
Bards tell tales of Ortus as the sister city to Clover. They were built by two sister princesses during the reign of the Genasi. One was built on a field of wildflowers while the other was built next to a lake. While the wildflowers no longer grow in Clover, the lake of Caer Ortus still remains. Now though, Ortus uses the view to attract business people from all over Ramesh. It is second only to Karjakin on the continent in terms of its concentration of wealthy persons and capitalistic ventures.
Sister City to Clover[edit | edit source]
Ortus is only one hundred and seventy-six miles away from the capital of Zell. Its proximity allows easy traversal between the political and economic hubs of Zell. The road connecting the two cities is one of the most traveled in all the empire.
Business Hub[edit | edit source]
A business friendly environment combined with the nearby capital and residence of the regional governors makes Caer Ortus highly attractive to businesses. Accounting offices, manufacturing headquarters, law firms, and more have all made Caer Ortus their home. Entrepreneurs line Inspiration Street with models of their new inventions. Artists flood the city every day hoping to find wealthy patrons. For the lucky, money flows like wine here.
Platinum District[edit | edit source]
The real money in Ortus is concentrated in the platinum district. Inventors, bankers, and the like have their offices here. Shops tailor to the finest that Ortus has to offer. In addition, if a person is looking for a mercenary group, they can find the top of the line here. Those mercenaries or adventurers with pedigrees of success usually find their way to the Platinum District. Silverstone Mercenary Academy If ever a young farmer or street rat wished to become a mercenary, all they would need to do is find their way to the Silverstone mercenary academy. They would then sign a contract saying that the academy will take half of what they earn over their career and that the academy has complete autonomy over them until their training is over. After this, the hopefuls wait until the barracks are full with one-hundred new recruits. Once this occurs the recruits are taken to an arena beneath the academy and forced to fight to the death until just ten remain. These ten are trained over the course of the next five years. Not all of the ten survive as at least one or two fall victim to injury or disease. However, once the training is complete, the mercenary is assigned a team and thrust into the world. Silverstone mercenaries are highly regarded and thought of as true professionals.
Castle Sarcior[edit | edit source]
Once Castle Sarcior was the home of Zell when he first fled to Caer Ortus after the burning of Clover. Now, it is the home of the city’s mayor. With three spiraling towers, walls with ancient battlements, and a supposed guardian living beneath the castle, Sarcior is just as much a fortress as a home for a politician.
Lordaleer Manor[edit | edit source]
Located in the center of the platinum district, Lordaleer Manor is the five story, two-hundred and fifty-five room, magically infused, mansion that the regional governors and their families reside in when they are not traveling. Each regional governor has access to their own wing of the manor, servants, library, and more. Part of the position’s appeal is simply living inside the luxurious Lordaleer Manor.
Astral Lighthouse of Caer Ortus[edit | edit source]
Like Clover, Caer Ortus has its own Astral Lighthouse. However, unlike Clover, Ortus’ lighthouse comes with its own Astral Ship repair hanger. Over time this has attracted more Astral Ship travel into the city. Many Astral Ship captains even say they prefer Ortus’ Lighthouse to Clover’s. During the summer months, the Lighthouse is projecting its position nearly twenty-four seven.
Start of the Avaleer Trail[edit | edit source]
The Avaleer trail is the trading route that goes from Ortus to Gressus. Merchants take all the amenities of life to Gressus and bring back the fine pelts acquired by its many hunters. These pelts are in high demand by the local aristocracy. It is hard to tell which city benefits more from the Avaleer Trail but each pays mercenaries to patrol the trail and keep trade flowing.
Caer Bospora[edit | edit source]
Surrounded by an arid savannah, the rolling plains of Caer Bospora are perfect for the riding of horses. For thousands of years, the people of the city have mastered the art of horseback riding. Now, the culture of Bospora has spread to the entirety of Zell. Although Clover is the heart of the empire, Caer Bospora is its soul.
Gateway to the West[edit | edit source]
Bospora is the last great city before a traveler ventures West beyond the borders of the empire. It is the final place to gather supplies before encountering hundreds of miles of untamed wilderness. Although the city can get any traveler well stocked, the weak or stupid will not come back alive.
Bosporan Horses[edit | edit source]
The horses of Bospora have been bred over generations to be stronger and faster than the average horse. They have a relatively gentle demeanor. At first glance they seem perfect. However, a single Bosporan purebred can clear an acre of pasture in a day. To maintain their physique, a Bosporan horse eats triple what a regular horse eats. While they are easy to feed on the savannah, in a regular rolling countryside or arctic tundra, the upkeep of a Bosporan horse can be a challenge to say the least.
Hippodrome[edit | edit source]
Horse racing, whether bareback or using chariots, is one of Bospora’s favorite pastimes. This is why the Hippodrome of Bospora holds more than sixty-thousand seats. Many days, all these seats and the isles are filled with citizens waiting to cheer on their favorite riders. A champion jockey can earn more than twelve-thousand gold coins a year in Bospora.
Bosporan Menagerie of Rare Beasts[edit | edit source]
Being on the fringes of society allows for the Bosporans to capture many rare beasts. Many of these beasts are then taken to the Menagerie located just outside the city. This menagerie contains everything from lions, to elephants, wyverns, and even a juvenile purple worm that the locals call Doug.
Wildfire Spice[edit | edit source]
Around the Bosporan savannah grows a cereal grain that looks like red wheat. This is not a cereal grain. Within the seed pods contain a viscous green liquid known as wildfire spice by the locals. This spicy liquid is the cornerstone of Bosporan cooking to the chagrin of all traveler’s stomachs.
Caer Eyrx[edit | edit source]
Eyrx is the greatest port city in all of Zell. In fact, it is one of the only port cities. However, Eyrx
has always had a propensity for bringing in the weird. The locals embrace the unknown instead
of shying away from it. Travelers looking for the unexplainable should look no further than Caer Eyrx.
Great Harbor of Eyrx[edit | edit source]
It was said that the giants dug out Eyrx’s harbor when the world was young. Scholars cannot confirm this but all data does show that Eyrx’s harbor is abnormally deep. This is to the benefit of the city as it allows great ships sailing from as far as Kvef to dock safely in the waters off the city's bustling shores.
Floating Pyramid of Yaal[edit | edit source]
A fixture on the city’s skyline, the Floating Pyramid of Yaal is a marvel. The pyramid is two hundred feet tall and is brimming with primordial magic. What’s more, it floats fifty feet above Eyrx’s harbor. Scholars have yet to determine how exactly the pyramid levitates. Additionally, explorers have confirmed that the pyramid’s interior has at least forty different configurations with all signs pointing to more. The shifting within the pyramid is also unexplainable and undetectable. Scholars have warned explorers from venturing inside the structure but they are often ignored to the detriment of treasure hunters.
Coraxian Labyrinth Box[edit | edit source]
Near the center of Eyrx is a pedestal in the middle of a small shrine. This pedestal contains a small black box. The box is guarded at all hours of the day for the safety of the public. A humanoid who touches the box is immediately teleported to another dimension which contains a strange labyrinth. The details of the labyrinth change based on reports from people who have returned. However, each faced a trial to escape the labyrinth. Their reward for escaping the labyrinth is usually a great boon provided by their tester. Although escaping the labyrinth is very rare. One in ten thousand are suspected to succeed. Because of this, the guards only let those who have been given permission by the Mayor to touch the box.
Inverted Space Wheel[edit | edit source]
Near the neighborhood known as Finch’s Hollow sits a strange contraption. It is a giant flat circular structure almost four stories high with a singular door and no windows. Every hour, exactly on the hour, the wheel spins. A person who is inside the wheel at the time of its spinning has gravity reversed for them. This reversal lasts until the person falls asleep or the wheel turns again. Once again, scholars are unsure how the wheel works, who made it, and why.
Black Stone of Tordeaux[edit | edit source]
Sitting in a glass box near the harbor is the Black Stone of Tordeaux. Many locals refuse to acknowledge it. This is because many think it’s cursed. There are no known incidents regarding people that have supposedly been cursed by the stone. Yet, many scholars refuse to study it. Even the Mayors of Eyrx have declined to comment on the stone. Although sometimes outsiders will say that they see the stone glitter occasionally. When tracked down by researchers, those people report that they have suffered no ill effects after observing the stone. To this day, the Black Stone of Tordeaux continues to be a mystery.
Albatross Tower[edit | edit source]
Overlooking the harbor stands the Albatross Tower. Its many flags waving in the wind is just as much a symbol of Eyrx as the pyramid. This tower which stands just under ninety-feet tall is the home of Eyrx’s mayor. The current mayor is Alphonse Astot as of 701 AR.
Havell[edit | edit source]
Once an orcish city state, now the people have completely shed the old identity of the city. Zell has rebranded Havell as a worldly site. Yet, some orc citizenry remains to remember through the generations what Havell used to be when orc banners flew over its skyline. There is little chance of revolution though. Havell is home to the Fidissary base known simply as the Hammer.
Once Orcish[edit | edit source]
At one time, Havell was the orc city-state of Patience. However, after a centuries long war, Patience eventually fell to the mighty Zell armies. Most of the old city was burned, rebellious orcs executed, and the new city built from the ashes.
New Havell[edit | edit source]
The new Havell is mostly constructed out of stone mined from quarries near Krai. In addition, it is dotted with many cathedrals dedicated to Zell. Life in Havell is also fast paced. The day begins at dawn and people do not stop bustling until the sun sets. This is a far cry from the old city but the regional governor would have it no other way.
Bones of the Old City[edit | edit source]
There are still fragments of the old city. Below the streets, past the foriegn stone, lines the catacombs of Patience. Many orcs still live here. Over the generations the orcs have also migrated above ground. Although both the orcs and people of Zell do not quarrel, there is a growing tension beneath the surface. The orcs wait until the perfect moment to strike. Why not? Patience is their core virtue.
Deathmark Woods[edit | edit source]
Surrounding Havell is the Deathmark Woods. These woods were infested with low magic long ago by a mad mage. Since then Zell has attempted to clear the woods but with little success. Fidissaries and mercenaries alike go on routine raids to clear the Deathmark of undead and other corrupted animals. As part of their training, a Fidissary will be drugged, thrown into the Deathmark, and expected to find their way back to the Hammer. Most succeed but there are the occasional recruits that are eaten by a six-headed dire toad or a wandering horde of frenzy ghouls.
The Hammer[edit | edit source]
As much a prison as it is a home, the Hammer was designed to be a base for the Fidissaries. Beyond the fifty foot high wall lies a series of buildings and barracks. Children become zealot soldiers within the walls of the Hammer. Their being pounded and shaped into form before being thrown at the empire’s enemies.
Gressus[edit | edit source]
Once only a small fort, Gressus has grown from its meager beginnings. Clover views Gressus as vital to projecting its power along the border with Kovorov. If ever Zell were to try and invade across the mountains, the first soldiers across would be the Gressus garrison. But for now, most of Gressus is content to hunt, farm, and live at the edge of Clover’s control.
Symbol of Zell[edit | edit source]
Zell has poured hundreds of thousands of gold pieces into Gressus to build the city. With the growing population center, Zell hopes to be able to remind local villages and hamlets of their allegiance to Clover. And, if that fails, the Gressus garrison is never far away.
Fort Gressus[edit | edit source]
There is nothing unique about fort Gressus. It holds the standard Zell division comfortably in its confines two miles outside Gressus’ city limits. However, the makeup of the fort is unique. Gressus contains a high number of cavalry, ultus regulars, fidissaries, and no Paedoran soldiers. The army is built to be highly mobile. On training exercises, it has been tested that the Gressus garrison can move one-hundred miles in two days at full strength.
Pelt Hunters[edit | edit source]
Those people who do not work the shops, furnaces, or taverns in Gressus take up life as a hunter. The fox, raccoon, shale beast, and cougar hides out on the frontier are highly prized in places like Caer Ortus. Hunters are able to make a decent living by selling their pelts to merchants traveling to Avaleer Trail.
Krai[edit | edit source]
Rare ore mining hub. Ore comes from the surrounding countryside and is brought back to Oren Krai feeds the war machine that is Zell. It collects the ores from its surrounding lands before refining them and shipping them all over the empire. Yet, this is also a great danger to the empire. Krai has long been fiercely independent. They declared independence in 489 AR before being reconquered in 491 AR. Yet, that simmering desire for freedom has still not been entirely stamped out within the city.
Economy of Krai[edit | edit source]
The land around Krai contains many mines. Ore from these mines is transported to Krai before being refined. After refinement, the ore is sent to smelting facilities across the empire.
Refinement Factories[edit | edit source]
Krai’s refinement factories are its main source of employment. Workers harvest everything from iron to adamantine within the factories. These advanced refinement factors are able to refine more than three tons of ore a day in a single factory.
Glittering Trail[edit | edit source]
The Glittering Trail refers to the roads that lead from Krai to Clover and Caer Ortus. Among the wagons contain tens of thousands of gold pieces worth of material in a single caravan. Long the Glittering Trail moves Zell’s very ability to wage war across the continent.
Homebase of the Stain[edit | edit source]
In an unknown location within Krai is the secret base of the Stain. This legendary thieves guild has robbed from nearly every nation on the Rings. But now they are beginning a new heist. A heist which will steal Krai right out from under the nose of Zell itself.
Oren[edit | edit source]
Oren's existence stands as a testament to Zell’s power. Using its vast resources, over the course of a decade, Zell built the city of Oren from scratch. It was designed by its current mayor, Briv Ironboots, to be the most advanced city ever. With a central control center located deep below the city, Oren is set to revolutionize the world.
A Planned City[edit | edit source]
Oren was designed for efficiency. A winding maze of one way roads flowing through tunnels and over small bridges cuts down on traffic. Buildings are aligned to allow a cross breeze through the city creating a subtle wind. The modern sewer system allows for not only incredible hygiene but it doubles as a water drainage system to prevent floods. Everything, down to the position of the street lamps, was planned by Briv.
Running like Clockwork[edit | edit source]
A person new to Oren would notice many tracks running across the city. This is because many structures in Oren can move along the tracks. Signs can shift across Oren overnight at the whim of the operators. Additionally, large coaches pulled by beasts of burden move along these tracks as a form of public transportation.
Shifting Streets[edit | edit source]
The streets themselves in Oren can shift. With a city that is constantly being updated, Briv realized that they needed a way to swap out aspects. That is why the ground beneath Oren is mostly hollow. This is to allow Briv to lower whole buildings into the hollow space overnight. Then, by the next morning, a new, updated, building has taken the old’s place. Despite it being a technical marvel, a few citizens have voiced their concerns with Briv. Although fantastic, the ability to have a building disappear seems to some like a privacy or safety hazard. So far, Briv Ironboots has not addressed these concerns.
Rare Fuel Source[edit | edit source]
All of Briv’s work is powered by raw aether. It is the only source with enough abundance and powerful enough to be used on a city wide scale. However, the sources are not easy to obtain. Magical creatures, even small ones, contain natural aether within them. The city of Oren pays individuals who bring them magical creatures that they can extract aether from. Many have found this a lucrative business.
The Armageddon Cannon[edit | edit source]
All of Briv’s work has not simply been civic. Oren’s defenses are state of the art. Particularly, its new Armageddon Cannon. Although never fired, it is supposed to use the city’s raw aether supply as fuel for its firing. The cannon will shoot a beam of pure magic capable of creating an explosion with the power to level small villages or enemy armies. Briv is currently testing the cannon’s capacity to see if the beam of energy can be lobbed over greater distances.
Flovios[edit | edit source]
Upon the Barrow River lies the city of Flovios. Another one of Clover’s power projecting cities, Flovios has become much more than just a base. It is a hub of trade, fishing, and scientific discovery.
Steady Growth[edit | edit source]
Beginning in 511 AR, the Consuls began to fund construction in the city of Flovios. Despite the city not receiving funding since 566 AR, it has continued to expand. Its role as Zell’s primary trading city on the Barrow along with the creation of the Talador Research Facility have drawn more travelers from across Ramesh to Flovios.
Fishing on the Barrow[edit | edit source]
As the water of the Barrow begins to warm the ecosystem begins to explode. The people of Flovios have benefited from this. Large sturgeon, some upwards of seventeen feet in length, swarm the waters near Flovios. They are the primary catch of the city’s fishermen. Catfish, perch, carp, and trout also swim the waters of the Barrow providing plenty of variety. Often these fishermen catch the fish early in the morning before bringing their catch to specialized merchants. These merchants put the fish in special demiplanes devoid of oxygen,bacteria, and have a natural temperature below 40 fahrenheit. The merchants have found that they can store their fish in this way for up to a week.After the packaging of the fish, the merchants set out on foot, horseback, or sometimes on thebacks of winged creatures. The caught fish travel as far as Clover and are considered a delicacy.
River Trade[edit | edit source]
Trade comes down the river from Kaldr, Varos, and other cities. In addition, other cities like Enkai, Eyrx, and even Beacon send traders up the river to Flovios. With so many goods being distributed in Flovios, many merchants are drawn to the docks in search of ripe business opportunities.
Talador Research Facilities[edit | edit source]

The Talador Research Facilities are a group of normal looking buildings two miles West of Flovios. Within these buildings hides some of the greatest minds in Zell. Focuses include everything from biology, chemistry, chemically, augury, philosophy, and dextro-tracing (the family history tracing of certain torvians and researching how they awaken). Some of the leaders of Zell were once members of the Talador in their youth including Briv Ironboots, Caecilius Hispallus, and the current Consul Anthea Sacerdos.
The Gortal Region[edit | edit source]
The Gortal Region is in the northern part of Zell and contains a few major points of interest such as the large Cities of Havell and Gressus.
Trajana Minor[edit | edit source]
Trajana Minor is settled in a temperate climate. With humid summers and mild winters, the region is home to rolling fields full of wildflowers, leafy green forests, and independence from the Zell empire. For decades, the alliance within the region has kept the Zell armies back but it is unknown for how much longer this will occur.
Courage[edit | edit source]
Long ago the orc city-state of Courage swore fealty to Zell. Then, in 485 AR, joined Senexil in rebelling against Zell. Since then the orc state has stood proud against any attempt to threaten its autonomy. Although the battling has been bloody, Courage shows no signs of yielding to Zell.
Senexil[edit | edit source]
The Republic of Senexil formed through the combination of tribes after the fall of the Clovian Republic. They regard many of the aspects and leaders of Clovian society as divine. However, this has led to them rejecting modernity. Senexil refuses to embrace the new technologies and ideas of the age. This is perhaps good. Senexil is a true republic with leaders elected by the citizenry. These representatives meet in the Vargone, a large amphitheater towards the center of the city. Here the elected officials serve as the legislative and judicial branches of the government. A few blocks away in Blackwright Castle, the city President of Senexil resides. There the president manages the executive branch of government. As of 701 AR, the President of Senexil is Lord Waldron Tarrenblood. The patron goddess of Senexil is known as the Lady of the Coppice. She wears a dark green shawl and rarely reveals herself to mortals.
Western Bospora[edit | edit source]
The savannah of Western Bospora is harsh. Towards the south, in the shadow of the Mount Feather and the Cliffs of Zephrin, lies a scorching heat. The land gets little water in the winter months before being subject to a deluge in the summer. North, towards become, the arctic winds blow and create a pseudo-desert at times on the plains. Additionally the inhabitants must contend with the Dorcha Wastes to the far North and the monsters that wander out of them.
Beacon[edit | edit source]
Sometimes called the shining or illustrious city, Beacon is the gate that holds back the forces of the Dorcha Wastes. Despite being a vassal state of Zell, Beacon still views itself as completely independent. The city itself is nearly the size of Clover. Built on the side of a small mountain, Beacon is tiered alongside the sloping landscape. As a person walks higher into the city they would see the growth of Beacon through its architecture. Towards the base the houses are built out of brick or limestone, while higher up they become stone, then wood, and finally straw near the top. Beacon embraces its history. The citizens are adverse to tearing down the old in favor of the new. However, the highest levels of Beacon have been remade. The Palace, made of stone and marble, sits at the highest point. Other modern buildings built using glass, steel, and rare ores also exist. Beacon is run by a royal family who has been in power since the fall of Clover. Its current king is Kaspar Grayfall as of 701 AR. The patron god of Beacon is Thaxnear.
Laurel[edit | edit source]
Beneath the Cliffs of Zephrin lies Laurel. The city itself is built into the ground. Half of the city is above the land and half is below. Above laurel trees cover the city. Their evergreen leaves sway in the breeze. Below the city lies the neighborhoods of Laurel. As darkness takes the sky, the city seems to retreat underground. In the underground lies the ancient bastion of Murus. Built by the genasi, Murus is the secret weapon of Laurel. As of 701 AR, the impenetrable bastion has enough rations to last the entire city seven years within its walls.
Dorcha Wastes[edit | edit source]
During the final battle between Caerwyn and the first Dorcha Arex, the lands around were scarred. Low, high, and primordial magic infused the land. Each twisted the very nature of the Prime Ring around the city of Nerdica. Centuries later the lands of the Dorcha Waste still bear the scars of the greatest battle that Ramesh has ever seen.
The Wasteland[edit | edit source]
Water in the Dorcha Wastes is poisonous to all but the creatures that inhabit it. Even powerful divine magic cannot purify the water. Trees waste away with the lack of sunlight yet somehow still continue to live. Rain is infrequent but when it comes, it is acidic enough to melt through clothing. The only protection lives in the caves that dot the landscape. Although, during a rainstorm, the corrupted creatures of the wasteland also seek the shelter of the caves.
Nerdica, the City of Sin[edit | edit source]
The dark city is a blasphemous stain upon the Prime Ring. It was once a thriving metropolis before the rise of the Dorcha Arex. Now it sits underneath a twilight sky as the low magic permanently within creates horrors unlike anything mortals can imagine. Some say that Sin itself resides within the old palace. The god’s crooked form darts amongst the shadows. Sometimes it is said that howls can be heard outside the walls as Sin holds court with its children and followers.
Dark Hand’s Curse[edit | edit source]
Those who spend too long in the wasteland might fall victim to the Dark Hand’s Curse. It begins with whispers in the back of the mind. Then it resembles boils appearing along the skin. Before long, a person infected will be filled with an uncontrollable rage. Further progression of the curse varies. Some individuals mutate into awful creatures while others seem to return to normal. Those that return to normal though are never the same again. They are agents of Sin who obey only the wishes of the dark god itself.