Id Duudakh (Ihd Doo-Dawk)
The Bountiful Land of Conjuration
"When I was a younger man of less status, I traveled by foot from Bambai to the Büuteel Gazar, since the gates were off limits to me, and I will never forget that harrowing journey. My crew fighting celestial beasts in its canyons and avoiding shadowy assailants in its forests; though the defenses may be in disrepair (due to the territory's lazy brat of a Khan), I'd have still died 5 times on that journey had I not been properly prepared. The cockamamie stories about the city's nature, existing in a swimmable shimmering white expanse, were not just true, but were being undersold. The genius of the former conjuration Khans has yet to be topped, and I doubt it ever will be..."
Demographics
Büuteel Gazar's population is standard for any region in Ezlekh, consisting of a large melting pot of races. This is mostly due to taking in hundreds of thousands of refugees from all over Ezlekh whom would have no other safe place to stay. The populus is primarily Halflings and Genasi, making up nearly 45% of the city's population.
Gereeshin Daichin has a group of around 20 village Wards who were old Halfling military leaders under Khan Galaalt's rule, who primarily function as peacekeepers for the village. The village is otherwise filled with hundreds of minor and major fiends and celestials of all kinds.
Korgodogh Od's population consists of an unknown number of Shadowspawn warriors who aimlessly roam and wander its halls, awaiting victims to enter their domain. Some of the residents are clad in large suits of armor, while others prefer to stalk in the darkness
Government
The territory's presiding leader is Khan Zuurach, who has been in the position for 9 years, since he turned the age of 11. Khan Zuraach is more of a vocal leader of the people; he splits his power equally between him and his people so that he does not carry the sole responsibility for his territory's decisions.
Thanks to Khan Zuraach, Id Duudakh government is run through a true Democracy, that being a government in which the small number of people in the country all have an equal say in the major decisions of the government. Thankfully, due to the nature of the territory's magic, resource management is almost the last thing the people of Id Duudakh have to worry about. The major decisions of the government then boil down to wartime decisions, as well as resource-heavy decisions such as the raising of contracted armies or other conjured defenses, as well as expansions to the Büuteel Gazar.
Defences
Much like the rest of the territories in Ezlekh, the terrain of Id Duudakh lends itself to defending its people.
The City of Büuteel Gazar is surprisingly defense free, with no readied defenses due to the laxidazical nature and overconfidence of Khan Zuraach.
Gereeshin Daichin is also surprisingly free of defenses, but this is for quite the opposite reason as for the city of Büuteel Gazar. The contracted residents of Gereeshin Daichin and its wards are themselves the town's defenses, being more muscle than the small town would ever need
Korgodogh Od and Toirgiin Tulaan are defenses for these two towns, being filled with plentiful traps for the foolish and gullible. Some traps in these locations are meant to deal big blows to enemies (such as ambushes from summoned creatures), or to outright eliminate them and their parties (such as summoning circles who use the their enterer as materials, or spike pits within Korgodogh Od's floorboards). The treacherousness of these territories and how the rumors of them are spread are in-of-themselves another form of defense for the territory, as the more blown out-of proportion the defenses are, the less likely for invaders to be able to form a plan of attack
Industry & Trade
Id Duudakh a major source of bulk neccesity goods for its Ezlekhian neighbors, becoming a major source of food, freshwater, raw resources, and weapons for its neighboring territories. This is thanks to the skill of the amazing conjurers of Id Duudakh, who are able to produce something from nothing, making them import very few goods (only really precious metals and gems from Khudalaa, as well as Fantasma Crystals from Khuurmag), and be a major source of exporting bulk necessities to overseas clients.
Thankfully for the Gazar Gates, the trade between Id Duudakh and its neighboring Ezlekhian territories is as simple as walking a few steps to getting the resource one needs for their spells.
Infrastructure
Büuteel Gazar's infrastructure consists of pathways set up on the sides of the conjured buildings, some of which function as park/green spaces for the people, with trees and other plants, woodland creatures, and even flowing fountains and benches/hammocks. Much like the rest of Id Duudakh, the infrastructure of Büuteel Gazar is very samey, consisting of the same few structures copied and pasted due to the use of conjuration spells from the people of the territory.
Gereeshin Daichin has quite a few paths which lead into the village, due to the needs of the Gereeshin Daichin's Wards to travel and defeat threats around the area. The village consists of six crossroads converging at a central point, with roads connecting themselves in a wheel-like shape. The wooden houses for the village residents allign the sides of the crossroads, and the interconnected roads house businesses as well as recreational areas for the residents. The village, being of design are in decent shape, but only due to constant upkeep from its otherworldly residents, since the materials composing the houses (softwoods, straws, and plasters) were poorly designed.
Toirgiin Tulaan was fortified during the hostile takeover of Khan Komtyen II of Khuurmag, and Korgodogh Od was constructed by Zuraach's Grandmother (Khan Ehkner). Both of these expansive areas act as major defense lines for the people of Id Duudakh, but have lately fallen into disrepair thanks to Zuraach's laidback leadership.
Korgodogh Od's infrastructure consists of a continuous mansion structure with traps and puzzles located throughout the maze of the building. The mansion structure is destroyed and exposed to the elements in many of its rooms due to the lack of upkeep on Khan Zuurach's side of things. The older residents of Id Duudakh as well as the more adventurous of those from other territories in Ezlekh also know of many paths through Korgodogh Od's ruined maze, which results in a not-so-obvious path through the trap-laiden nightmare of complex to those who know the right people.
Toirgiin Tulaan's infrastructure consists of a few paths carved between the canyon walls through the wasteland by the previous Khan to funnel his enemies in easy-to-pick-off groups, as well as making it much easier for his traps to be set off by their enemies.
Districts
Büuteel Gazar: This town is a small delapidated village of stone buildings with a large circle of stone brick gates in its center. The village is abandoned upon first glance, but upon further investigation, signs of life and work around the village are spotable, with frequent footsteps and cart tracks heading in seemingly random directions from the village, but starting or ending in the village gates. One may also notice signs of life in the village upon a very close look, as in Id Duudakh, a set of eyes are always trying to track outsiders who enter the territory.
Upon being granted the right to enter the real Büuteel Gazar by the people of Id Duudakh, a pure white light emenates from the village's gates, revealing a pocket dimension the size of a city.
The pocket-dimension does not observe the proper rules of gravity, rather the gravity of the space follows the rules which the person themselves believes. So if someone believes they are floating in space, they can swim through it as if they're doing so, as well as the gravity can be relative direction-wise, so two people with different definitions of down are oriented in different ways. One's gravity can also change to their will if they believe they can do so.
The real city of Büuteel Gazar consists of large identical stone buildings interlaced with eachother in the shape of a weaved box, this all floating in the middle of a white void. The buildings house the residents of Büuteel Gazar, most of whom spend their days lounging and or creating things with their conjuration magics. The sides of the buildings are not only decorated with windows, but also trees, grass, ponds, and other park features to allow for more greenspace in the city. In the center of the cube in the pocket dimension sits the Centrefuge, the original city built by Khan Exim all the way back in 1502 as a barebones town for the council of Id Duudakh to create, make their decisions, and live about in small houses. The old city of The Centrefuge features much more religious iconography than the rest of the modern city of the territory's patron deity, Dölkhair, a goose kenku who embodies more about the city's future than one could ever predict. Since the rule of Khan Zuraach, more and more refugees have been welcomed into the territory, causing more buildings to be built to the ever-increasing population of Büuteel Gazar. Gereeshin Daichin: The village of Gereeshin Daichin consists of one or two-leveled buildings made of wood, veneered with woolen tarp and topped with a straw roof. The structures are designed to look like differently-shaped mongolian huts, and are surprisingly sturdy for their simple build. The town functions somewhat as an old Western Town, with taverns, tailors, barbers, candy shops, and other such old-West businesses lined between the major streets. The residents of Gereeshin Daichin are 99% celestials and fiends whom have entered into contracts with the people of Büuteel Gazar in order to act as the territory's standing army, while the other 1% of residents are trusted officials from the late Khan Galaalt's regime who are acting as peacekeeping Wards for the city. The standing army, though getting in altercations with one another frequently, do manage to work quite well together to sustain the village. Most of the residents (whether guards or conscripted monsters) don't possess magical abilities, resulting in them doing manual labor such as mining, milling, hunting, butter-churning, and other such acts to keep the city afloat and its residents functioning. All-in-all, when the standing army isn't being sent into battle, them and their Wards are living strangely normal lives. Korgodogh Od: The sheltered forest of Korgodogh Od sits atop plenty of winding hills, used as a vantage point against the land's invaders. The forest mansion at Korgodogh Od was constructed under Khan Ehkner's supervision almost a century ago in 1575; the land previously home to ancient Id Duudakh ruins which Khan Komtyen II demolished for petty reasons, ended up rousing angry ancient spirits to fight against him. Upon the mansion's completion, Ehkner harnessed remaining spirits to populate the mansion and defend her territory; despite the whole structure falling into disrepair since the latter half of Galaalt's rule, it is rumored that those who get lost within the mansion walls will fall victim to the preying of these vengeful spirits. The spirits harbor physical items, such as weapons, suits of armor, magical books, and more; their bodies take the form of respective tied item, but with shadowy appendages (for the purpose of planning, these would likely take the stat blocks of various monsters for the more creative creatures, Shadows for the lighter-armored variants, and possibly buffed Animated Armors for the heavily-armored variants). The mansion in its prime also acted as a heavily fortified base, with various abandoned supply rooms located around it, lookout towers with animated turrets installed later during Khan Galaalt's early tenure, and various deviously-trapped rooms that still survive and take victims to this day. Though the mansion itself is being slowly taken over by nature, with oak trees and vines taking over entire exposed portions of the abode, that has not stopped angry spirits from harboring these plants and exacting their revenge. Toirgiin Tulaan: Toirgiin Tulaan is a wasteland biome known for two things; its rough desert climate, and its history of being a large battlefield between Khan Komtyen II and Khan Amidrakh XV during Khan Komtyen's brief reign in 1530. Khan Komtyen II's military strategy involved the reliance on ancient Ezlekhian magicks, painting of hundreds upon hundreds of summoning circles all around the deserted landscape, leaving the sands and stones across the land covered in a mix of tans and yellows to be topped with crimson paint. These circles would pull spirits from various planes, summoning celestials, fiends, and even conscious magic weapons to dish out damage upon their enemies, never knowing what to expect upon falling victim to the circle's trap. Thankfully, a vast majority of the circles have been deactivated to avoid further casualties, but some claim that the unnatural rock formations around the land may even themselves be parts of giant summoning circles which are ticking time bombs to whoever stumbles upon them. What remains of Toirgiin Tulaan is a former battlefield littered with the dead of other Ezlekhian soldiers as a standing reminder of the bloodshed in the aftermath of the 2nd Ezlekhian Civil War. There also exists a few canyons which cut through the low-points of the wasteland, but these also act as perfect choke points for possible invaders. The harsh conditions of the Toirgiin Tulaan do not deter Id Duudakh's old guard, as their watchmen still patrol these lands on the daily to warn those in Büuteel Gazar of possible intruders, or even new capable refugees.
The real city of Büuteel Gazar consists of large identical stone buildings interlaced with eachother in the shape of a weaved box, this all floating in the middle of a white void. The buildings house the residents of Büuteel Gazar, most of whom spend their days lounging and or creating things with their conjuration magics. The sides of the buildings are not only decorated with windows, but also trees, grass, ponds, and other park features to allow for more greenspace in the city. In the center of the cube in the pocket dimension sits the Centrefuge, the original city built by Khan Exim all the way back in 1502 as a barebones town for the council of Id Duudakh to create, make their decisions, and live about in small houses. The old city of The Centrefuge features much more religious iconography than the rest of the modern city of the territory's patron deity, Dölkhair, a goose kenku who embodies more about the city's future than one could ever predict. Since the rule of Khan Zuraach, more and more refugees have been welcomed into the territory, causing more buildings to be built to the ever-increasing population of Büuteel Gazar. Gereeshin Daichin: The village of Gereeshin Daichin consists of one or two-leveled buildings made of wood, veneered with woolen tarp and topped with a straw roof. The structures are designed to look like differently-shaped mongolian huts, and are surprisingly sturdy for their simple build. The town functions somewhat as an old Western Town, with taverns, tailors, barbers, candy shops, and other such old-West businesses lined between the major streets. The residents of Gereeshin Daichin are 99% celestials and fiends whom have entered into contracts with the people of Büuteel Gazar in order to act as the territory's standing army, while the other 1% of residents are trusted officials from the late Khan Galaalt's regime who are acting as peacekeeping Wards for the city. The standing army, though getting in altercations with one another frequently, do manage to work quite well together to sustain the village. Most of the residents (whether guards or conscripted monsters) don't possess magical abilities, resulting in them doing manual labor such as mining, milling, hunting, butter-churning, and other such acts to keep the city afloat and its residents functioning. All-in-all, when the standing army isn't being sent into battle, them and their Wards are living strangely normal lives. Korgodogh Od: The sheltered forest of Korgodogh Od sits atop plenty of winding hills, used as a vantage point against the land's invaders. The forest mansion at Korgodogh Od was constructed under Khan Ehkner's supervision almost a century ago in 1575; the land previously home to ancient Id Duudakh ruins which Khan Komtyen II demolished for petty reasons, ended up rousing angry ancient spirits to fight against him. Upon the mansion's completion, Ehkner harnessed remaining spirits to populate the mansion and defend her territory; despite the whole structure falling into disrepair since the latter half of Galaalt's rule, it is rumored that those who get lost within the mansion walls will fall victim to the preying of these vengeful spirits. The spirits harbor physical items, such as weapons, suits of armor, magical books, and more; their bodies take the form of respective tied item, but with shadowy appendages (for the purpose of planning, these would likely take the stat blocks of various monsters for the more creative creatures, Shadows for the lighter-armored variants, and possibly buffed Animated Armors for the heavily-armored variants). The mansion in its prime also acted as a heavily fortified base, with various abandoned supply rooms located around it, lookout towers with animated turrets installed later during Khan Galaalt's early tenure, and various deviously-trapped rooms that still survive and take victims to this day. Though the mansion itself is being slowly taken over by nature, with oak trees and vines taking over entire exposed portions of the abode, that has not stopped angry spirits from harboring these plants and exacting their revenge. Toirgiin Tulaan: Toirgiin Tulaan is a wasteland biome known for two things; its rough desert climate, and its history of being a large battlefield between Khan Komtyen II and Khan Amidrakh XV during Khan Komtyen's brief reign in 1530. Khan Komtyen II's military strategy involved the reliance on ancient Ezlekhian magicks, painting of hundreds upon hundreds of summoning circles all around the deserted landscape, leaving the sands and stones across the land covered in a mix of tans and yellows to be topped with crimson paint. These circles would pull spirits from various planes, summoning celestials, fiends, and even conscious magic weapons to dish out damage upon their enemies, never knowing what to expect upon falling victim to the circle's trap. Thankfully, a vast majority of the circles have been deactivated to avoid further casualties, but some claim that the unnatural rock formations around the land may even themselves be parts of giant summoning circles which are ticking time bombs to whoever stumbles upon them. What remains of Toirgiin Tulaan is a former battlefield littered with the dead of other Ezlekhian soldiers as a standing reminder of the bloodshed in the aftermath of the 2nd Ezlekhian Civil War. There also exists a few canyons which cut through the low-points of the wasteland, but these also act as perfect choke points for possible invaders. The harsh conditions of the Toirgiin Tulaan do not deter Id Duudakh's old guard, as their watchmen still patrol these lands on the daily to warn those in Büuteel Gazar of possible intruders, or even new capable refugees.
Guilds and Factions
Gereeshin Daichin's Wards (The Old Guard): These are the retired Halfling warlords of former Khan Galaalt's regime, now working their days away as generals of the army of the otherworldly at Gereeshin Daichin. Thanks to the late Khan Urkhi's influence, these wardsare much more war-hungry than Khan Zuraach's men, ready to prepare more defenses and take more Ezlekhian land when given the chance.
The Gazar Collective: This is the governmental body made up of the entire population of Büuteel Gazar. Though the people of Büuteel Gazar are of many varying opinions, they are usually very passive in their politics, voting for whatever the Khan seems most excited about (which is usually just whatever makes life the easiest)
Galaalt's Crotege: Much like the Old Guard at Gereeshin Daichin, Galaalt's Crotege are an older, more militaristic population in Büuteel Gazar who often vote along the belief system of their late Khan Galaalt in terms of wanting continued updates to Id Duudakh's now shotty defences . They also tend to protest in the cetrefuge of Büuteel Gazar, saying that Zuraach does not take Vomethnda as a serious threat, which may lead to the territory's downfall.
History
Id Duudakh started as a few small villages between the split of the Kolrego River way back when the territory was first founded. The territory was by-far the smallest of all the Ezlekhian territories, as it was squeezed on all sides by its neighbors, giving the territory a much easier grasp on its borders and the uprisings inside of them. After the 1st Ezlekhian Civil War, Id Duudakh villages were lively and prosporous thanks to the early conjuration magicks of its residents, however they struggled to make technological advancements for quite a few hundred years thanks to the setbacks of the turmoils of war.
With the 2nd Ezlekhian Civil War on the horizon, Khan Exim's Father primarily fought using ancient Ezelkhian summoning circles, and realized that he was at a major defensive disadvantage against their hostile neighbors. When his son Khan Exim came to power in 1500, their defensive worries were finally quelled upon the creation of the pocket dimension known as Büuteel Gazar's Centrefuge in 1502. The city acted as an impenetrable planning center which could be used to surprise their enemies with, so their defenses were unparalleled by any of the other Ezlekhian territories.
Khan Komtyen II seized the throne of Id Duudakh from 1527-1532 after slaying Exim in 1527, making quick defensive advancements to protect his new prize. This caused the creation of the Toirgiin Tulaan, whose circled-covered expanse was used as a battlefield between Komtyen and Khan Amidrakh XV, and the inadvertant creation of Korgodogh Od in 1575 thanks to some later actions taken by Khan Ehkner.
Khan Galaalt's rule saw the reinstating of these defensive fronts due to the Vomethndan uprisings, and even saw the construction of Gereeshin Daichin, a town for an army of monsters in 1651. The Büuteel Gazar also grew massively during Galaalt's rule, and continues to grow even into Zuraach's rule thanks to the multitude of refugees he has taken in.
Points of interest
Gazar Gates: There exists a circle of 5 gates in the false city of Büuteel Gazar. These are used as a major mode of transportation between each of the Ezlekhian territories, 4 of which lead to the outsides of the major city in each territory, while one leads to the true city of Büuteel Gazar. The arched gates are 30ft tall and 50 ft wide, leaving this much space for goods and people to travel between territories. The Gazar Gates are only usable when a specially-crafted Fantasma Crystal is placed in the stonework of each arch, leaving this a very difficult avenue for a device usable for sneak attacks, but it's not impossible
The Centrefuge: The oldest point and the supposed source of power for the pocket-dimension of Büuteel Gazar. This was initially one of the first Khan's defensive points and a military strategy room, containing lots of old wisdom for the people of Id Duudakh to follow; this area was also initially located outside of the pocket dimension, but was teleported inside to protect it from harm from assailants. The Centrefuge is also Id Duudakh's religious center, with the patron deity Dölkhair depicted partying/drinking with early Id Duudakhn's, symbolizing that these Ezlekhians had finally established their home.
Architecture
Büuteel Gazar's towers on their outermost edges (built by Khan Zuraach) are done in a Neo-Medieval style, with overly-rounded spires coming to staggered-bricked edges. The smaller, innermost spires constructed by Khan Galaalt are instead done in a Victorian style, with more angular edges covered in "hanging gardens" and various park decor. The centrefuge of the city, constructed by Khan Exim, is composed of old marbled bulky stone structures which resemble ancient English and Welsh dwellings.
Gereeshin Daichin's village houses consist of Mongolian nomad Yurts in more modern architectural styles. This means the appearance (the tented outside with sheepskin insulation, straw ceilings, wooden frame, and animal-carpeted floors) remains largely the same, but the structure shapes range from blocky two-story structures, to more grandiose town house shapes, to the more traditional rounded yurt structures.
Korgodogh Od's mansion consists of dark oak wood furniture and structuring built to be in an almost Victorian style mansion, with various blocky additions going in almost seemingly random and nonsensical directions. The indoors of the mansion contain things you would expect to see in a creepy mansion: stairways that go to nowhere, totally-melted gilded candelabras, fallen and shattered chandeliers, peeling floral wallpapers, dark oak couches bookcases etc. with layers upon layers of dust all over them.
Geography
Id Duudakh's land is quite rugged, with the deserts even exhibiting foothills and some crevaces. There also exists a large canyon which cuts through Toirgiin Tulaan, further adding to the amplitude of the waving terrain. The winding mansion of Korgodogh Od even takes advantage of this bumpy winding terrain, with hallways sloped to have trap objects roll down them, and terrain specifically weaving to confuse those who set foot in it.
Climate
Id Duudakh's climate is dry and arid, from its Oak tree forest of Korgodogh Od, to its deserted wastelands of Toirgiin Tulaan, even its villages aren't safe from the dry conditions. The highs reach anywhere past 110 degrees Fahrenheit in the canyons, to 90 degrees Fahrenheit in its forests, while the lows can go as low as 25 degrees Fahrenheit in the chilling nights of the Torigiin Tulaan wastelands.
Natural Resources
The people of Id Duudakh don't really harvest any resources from the land, however the celestials and fiends of Gereeshin Daichin do mine for shop resources, filling their shops with silver gear and gemstones. Those of Gereeshin Daichin also till their lands to feed their population, but this doesn't make it outside the town. The citizens of Büuteel Gazar create their own perishable food, drinking water, raw resources, and much more, leaving their need for resources from their land or import goods to very rare resources as those described above.
Founding Date
703
Alternative Name(s)
The Land of Plenty
Type
National Territory
Population
5 million
Inhabitant Demonym
Duudakhn's
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Characters in Location
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