Nation of Zell: Difference between revisions
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== Relationships == | == 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. | 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 [[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 == | |||
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. | |||
45 | |||
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 | |||
Mayor’s home | |||
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. |
Revision as of 16:08, 29 January 2025
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 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
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
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 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
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 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 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, 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. 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 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...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 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 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.
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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
Mayor’s home
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.