kingdoms

The Kingdom of Kindred

Geographical Region: Southern Central
Capital: Zymbyly City


Continuously warmed by a meteor that embedded itself deep below the surface, Kindred never experiences a winter season. The land surrounded by a crescent mountain range formed by the crater is a lush, green region filled with exotic, bright fruits and ominous creatures. The heart of the region is the Crying Eye, a large lake that formed after the meteor fell and left the crater in its wake. The name comes from the numerous waterfalls that feed into the body of water from the surrounding mountains.It is thought that the meteor disintegrated upon impact, but the depth of the crater makes it nearly impossible to confirm the theory. Both illumination and spell protection long end before any explorer has reached the bottom. Some theorists known as Hollowers believe that another world resides far below the planet’s surface, but the sheer depth of the crater has led skepticism on their ideas.


Humans called this kingdom their home long before the Touch, and telltale signs of their past can still be found throughout the tropical jungles. The most populated portion of the region is near the illustrious capital of Kindred, Zymbyly City. In an effort to hold a better defense against attack, the settlers built the city along the vertical walls of the crater overlooking Crying Eye. Numerous lowering mechanisms hoist cargo and passengers from the cliff’s edge down the dizzying heights below.

 

The Kingdom of Remes

Geographical Region: Eastern
Capital City:  Unhallowed Necropolis (formerly Lut Golain)


The kingdom of Remes was an important and reliable anchor point along the eastern coastline for centuries. With rich, soft black soil abounding the land, it was the essential location in Zatra to grow mamiya (mam-ee-yuh), a potent tobacco product used in meditational fires and smoking pipes.


UNHALOWED NECROPOLIS (city): Formerly called Lut Golain, the capital city was once the shining jewel of Remes. Strengthened by the advantageous geography of the land and sea, it remained untouched by enemies for centuries. What is well known among those who remember what once was Lut Golain is that it was the wealthiest and most powerful city along the East Coast. So much so that an enormous vault was built high above the land, suspended by magic and tethered by thick, spell-bound chains. Anyone passing within dozens of miles could visibly see the floating building waiting for someone to bravely climb the chains or find a means to lower it to the ground and open it.


Another well-known memory of the port city were the high vertical sails of their ships, some having masts over 300 feet tall. These colossal sails were capable of producing speeds of up to 80 knots on the open sea, which allowed goods to be traded at an astonishingly rate.
Sadly the only enemy that ever breached her walls was the only thing that brought her to ruins. The accepted story is that a lone traveler from the far north brought the Touch unsuspecting into the city without the guards checking. Now the city of Unhallowed Necropolis is an extremely deadly location to venture, filled with hundreds of victims who fell to the curse. It is peculiar, however, in that a rumor is known of a person or creature who has taken control over the city and found a way to command the Touched to his bidding.


KLESHIMA (city): Consider yourself lucky if you lay eyes upon the great floating fortress of Kleshima unless you are a sky elf. This nearly impossibly accessible city slowly floats above the surface of Zatra as the wind blows. Spiraled in the foundation of the city through solid rock are four massive iron chains tipped with anchors that are lowered to the ground below during troubling winds or storms. The center point of the city is the citadel known as Malistima (Muh-lee-stemuh), a mighty building of deep historical purpose to the sky elves. It is here that only the Sacred Nine are permitted to conduct elemental experiments and execute decisions that reflect all people of Kleshima. Numerous smaller rock formations are tethered to the main portion of the city and hold smaller structures including windmills. These are powered by the wind as the city travels across the country, fueling the city’s need for advanced technology: electricity. There is no other race or person besides the sky elves that know how to produce or harness such power. All believe it to be simply another form of magic as certain spells are capable of creating similar effects but for a brief moment. Only in Kleshima will you find artificial illumination, and the city is a speechless, breathtaking sight at night as the city explodes into a sea of lights that can be seen for hundreds of miles away. Transportation between the floating islands is conducted either through floating wind- or electric-powered ships or bridges. Ships ride on magnetic currents from the planet’s core and are capable of traveling up to 150 miles per day without recharging if powered by electricity. Sailing vessels, on the other hand, are more common but extremely expensive and difficult to acquire.

The Kingdom of Gundrak

Geographical Region: Southern
Capital City: Chamber #1


(Applicable for all 3 Dwarven Kingdoms): First designed in 12750 by Ludvig Shadowholm, Chambers are a complete ecosystem with the purpose of being entirely self-sufficient for living creatures within. These structures are underground fortresses, chiseled and designed by only master craftsmen dwarves, and sealed off for protection. The idea was to bring in only those who are not carrying the Touch disease in order to quarantine the healthy and keep the world from being wiped out. There were originally 30 in total, but several have been discovered and breached. It is also rumored among those within the three Chambers where each of the three kings and queen reside of a secret one-way passage that leads out the Chamber and to the surface, but no one knows if this is certain.

KELDIA (bog): Covering a large portion of the southern lands is the bog of Keldia. Despite the feeling of death and decay throughout, Keldia is home to the hill dwarves and plays a vital role in the ecosystem of Zatra. The flooding that created the marsh fields resulted in very soft saturated soil that happens to be ideal conditions for peat moss. Once cultivated, the peat can be used to produce numerous valuable resources such as luxury sealing wax, growth acceleration chemicals for farming, and the purification of water. This crop grows for dozens of miles in every direction, giving the residents of the bog a lifetime of work. The need to purify water came several centuries ago when a contamination directly resulting from a collecting of wizard spells reached a large portion of Zatra. At the time, powerful Clerics were able to restore the tainted aquifers, but the duration was immensely long. With the discovery of peat moss being used to purify groundwater, the process takes considerably less time and money.  Corpathium is one of the settlements within Keldia.

The Kingdom of Solitude

Geographical Region: North Central
Capital City: Chamber #2


VALASHRA (mountain range): The great mountain range of Valashra stretches from east to west and divides the world into halves by its sheer size and range. Valashra was an unnatural phenomenon, created exceedingly quickly due to a massive explosion below the earth’s surface. To this day, no one really knows for sure what caused the explosion, but for centuries it is wildly believed that a rare race of gnomes lives somewhere far, far below the surface. Although some claim to have seen a gnome, most notably the dwarves as they dig forever deeper, but there is no documented evidence that they exist. Scholars believe that if there is a mystical race, they live much farther underground than the deepest the mountain dwarves have ever dug before.
The mountain range has an unusual feature that begins at either end. The mountain range has cave entrances at either coastline. While the duration has never been fully traveled, it is believed that the tunnel eventually leads from one coastline to the other. A few tests have been conducted by sending glass bottles into one end and discovering it to exit on the other over a year later. On one peculiar incident, the bottle was slightly tinted blue and had a piece of parchment containing unknown symbols that have yet to be deciphered. Copies were made and placed in each of the 30 Chambers as well as several surface cities. The original copy is on permanent display in Chamber 1 where King Wolvar Thunderharm resides.


MING KI (monastery): Very little is known of the monk monastery Ming Ki. Those unwelcome attempting to locate it almost always finds their fate sealed before their eyes lay upon the fortress. It is well hidden among the mountains high above in Valashra for mysterious reasons as no one knows why the monks require such isolated privacy. Those who leave seem to already have their purpose determined, and none of them ever surrender any information about what went on during their training. Some people believe the monks go through extremely torturous exercises, fasting for days while being burned or pierced. The size of the complex is also only rumored. Many scholars feel the fortress can hold hundreds of inhabitants, but being so high in the mountains, little in terms of vegetation can be grown. So the mystery continues as to how they provide nourishment. The only people who journey down from the mountains are the messengers, but they only recruit a new person without acquiring any goods.

The Kingdom of Balakork


Geographical Region: Western
Capital City: Chamber #3

ULOPIA (city): One of the remaining surface cities in existence, Ulopia is protected by some of the world’s most powerful wizards. Many of them formed the enclave over a century ago when it was clear the Touch was a global threat. They were innovative with their spells, fusing and reforming new ones that far exceeded historical expectations. A dome of energy was created over the entire city, giving off a light pink hue to those observing it from miles away. The focal point comes from one of the most powerful hubs of multiple Leeways in Zatra, which was a fortunate coincidence to the founding location of Ulopia. Unfortunately the dome comes at a price. Within the dome, essentially no energy comes from the Leeways. This includes all plant life as well as magic. As a result, farmlands surround the dome. The engineers of Ulopia designed fascinating structures that allow the fields to be elevated ten feet off the ground to help prevent dangerous creatures from harming the farmers as they work. Water is drawn up and carried through aqueducts from within the dome to the surrounding countryside. Still, patrols are on duty all hours of the day outside of the dome on an elevated, circular walkway that follows the circumference.

Dorian Forest (area): 

Ruled by King Lykesha and Queen Quendella, Dorian Forest is an important feature for the kingdom of Balakork.  It is the largest forest in the kingdom, and it is the 3rd largest in Zatra.

Powering the essence of all the forest is the Great Deku Tree, located at the heart of it.  It is sentient, able to produce fruits that aid in healing.

Sanctuary is the domain's necropolis cemetery where the honored dead who perished while residing in Dorian Forest are laid to rest.

The Sacred Grounds of the Moon Masks is located in the eastern portion of the forest.  Here, the elusive owlfolk, known as Moon Masks for their strange ritualistic face covers, worship the mighty cervitaur, Archdruid Poc.  The cervitaur was thought to be the creator of Dorian Forest and possibly others as well.  His body is laid to rest under the Sacred Grounds in a hidden cairn accessed only by completing a series of tasks in the area.

kingdoms

Dungeons & Dragons Zatra