Zapri
LOCATION
CLIMATES- HIGHLANDER
- JUNGLE
- SWAMP
- WALDER
- MARINER
- NOMAD
- URBAN
- NOBILITY
- NORTH-SKOGISH
- EAST-SKOGISH
- UPPER-SKOGISH
- SOUTH-SKOGISH
- WEST-SKOGISH
- CENTRAL-SKOGISH
- GOLDARIS
- REALMISH
HORDES
HEROESRulers
Human Noble Families
Other Races Nobility
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Cities of note:
Towns of note:
Inns of note:
Taverns of note:
Rest Spots of note:
Bridges of note:
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Coinage of note:
Raw Materails of note:
Legend
“From the open sea came Ye Olde Zephyrs of Jomzaar blood and planted their foot on soil and history.”
History
First AgeFrom the mountains in the North to the marshlands in the south, Zapri was a diverse land, with rich Flora, Fauna, and other Resources. It was also a land of many Races, so a rich intergated trade system and knowledge exchanging Settlements grew up.
Skjald Vinotis
Second Age
Then, a great conflict about Vampire brewed and eventually threatened to destroy the entire World. Some claim it was the Gods who twisted the Wickeryadi plot out of proportion. If so, one can only rejoice that some of those gods were dissolved back into the Astral energies from which they sprang—if it was not at the great cost to so many innocent ones.
The 1st Cataclysm heralded a massive change of lands as well, and much of the southern marshlands became a wide fjord, stretching all the way to the sea, forming the northern Border of Spiy.
Skjald Sejrik
Third Age
Prior to the Jomzaar longships ploughing through the waters of what was the open fjord, now still known as Gonk's Fjord and into the sandy shores east of the mountains separating Gonk's Field, it was a warring land of Tribes and N-Erectus. In fact, the very first thing the Jomzaar experienced was a duel with a leader called Gonk.
In time, these Jomzaar managed to enforce some sort of local peacekeeping force, at first with brutal force, but in time with diplomacy, alliances, and trade. Thus, they were unlike the Vular, who brought along a handful of disasters to the area.
Skjald El Mary
Fourth Age
The Vular War, Ljostari sinking, Mt. Vula eruption, and the Deep Blue Tsunami altered the lands greatly, destroyed hundreds of settlements, created the Arisen, changed the Astravel grid, and made several races leave the area.
Aside from the Arisen, who took great effort to fit in, the landmass was raised to the east, as good as sealing off the fjord. Made the powers of Zapri seize control of the eastern side of the narrow river to the sea, so they had control over the old naval trade routes. Maybe they didn’t have to grab it all the way to the mountains, but in time we have gotten used to who controlled the east bank of Zapri.
Then came the Age of Hordes, 1st Alliance, and The Realm with its odd lot of High Kings, and the Law of The Realm. A law we are lucky enough that most local lords have fallen back to since The Great Invasion and Cleansing Crusade.
Due to his actions as reinstated High King during the Great Invasion, his heroic acts in the Cleansing Crusade, and his former role as king of Ye Olde Zephyrs, Black Oak managed to, at the end of the conflict, settle terms of the lands east of Gonk’s Field with Noriag and Spiy once and for all. By feoffing to several Indigenous Tribes, but days before, he resigned and left the circles of power.
Skjald Yell'a'Beard
Cartography
Skjald Sigurd
Organisation
A land of Indigenous Tribes, Hordes and N-Erectus. Each area, settlement, and stronghold is led by its own leader, yet there is no common council nor direction, but vague adhering to the law of the realm.
Skjald Valgrif
Special
Homeland of Ye Olde Zephyrs… and mighty treasures…
Skjald Kazumix
Last Updated on 2024-05-29 by IoM-Christian