Tagnuul (Taag-Nool)
Land of Enchantment
"I came upon a large city of stone and steel rising like a monolith in the midst of the otherwise barren plain. Its civilians all seemed like very nice friendly folks, and as I purchased some of the wares of a local shop owner, I was handed a receipt with all these weird markings all over it. The whole rest of the day, I felt like the locals were shooting glances at me and even staring daggers at times. It was very strange..."
Demographics
Race-wise, Tagnuul's residents are for the most part a melting pot, however there are also ancestors of desert-dwelling Fiáinetain Dragonborn (Red, Copper, Gold, and Black) who make up about 10% of the general populus. Many of the Tagnuul Royal Houses are largely populated with Loxodon whom call the Khaiguul Plains home, with approximately 30% of these house members (approximately 2% of the total population) being these wealthy Loxodon royals.
Medeellitöv City's population is approximately 25% of it's information-trading Shuudanchid, 5% of the population belong to the district's Royal Houses, and the remaining percentage are a mix of blue collar workers, artisans, and merchants. Therefore one can expect to find a member of the Shuudanchid in nearly every household of Medeellitöv. The Shuudanchid hide their activities under other businesses to outsiders, mostly merchantile businesses, so from an outside perspective, the workforce appears to be 30% merchants, 15% artisans, about 50% blue collar, and 5% Royals
Outside of the city, there are hundreds of Shuudanchid who live out of the camping supplies they constantly carry, as well as a couple hundred farmers who own hundreds or even thousands of acres of fertile farmland who primarily make their living off of selling what their land produces to the city folk and/or to other Ezlekhian territories.
Outside of the city, there are hundreds of Shuudanchid who live out of the camping supplies they constantly carry, as well as a couple hundred farmers who own hundreds or even thousands of acres of fertile farmland who primarily make their living off of selling what their land produces to the city folk and/or to other Ezlekhian territories.
Government
Tagnuul runs as a Meritocracy, where information is held most valuable. Its leading group, the Toirog, is made of the territory's most "crafty businessmen", whom are really the city's most profitable information buyers. This information can be anything as innocent as a politician's favorite food, up to anything as shocking as someone's double-life or even their affairs; no matter the information, they view it as verbal gold. The more valuable the information that a member of the Toirog has, the more they are revered by the people around them, and the higher of a position of power they hold in government.
There is also a Khan in this territory, whose vote counts for 25% of the total for the Toirog, and acts as an impartial party vowing for the people. This seat is currently held by the peerless Khan Mogoi, sister to both Id Duudakh's late Khan Galaalt and Khan Urkhi
Defences
Thanks to the multitude of outposts located throughout the Khaiguul Plains whom are either used as reconnaissance points or as outposts to collect data on local travelers, the people of Medeellitöv City often gain plenty of information on travelers and their motives before they're even a hundred miles from the city. Tagnuuls owe a lot of the credit of their expertise in reconnaissance to the Budag Root plant populating large portions of the plains. The plant makes such a mess and so much noise that tracking the movements of parties around the plains becomes a simple task thanks to the observation towers placed every couple of miles across the expanse of the plains. These observation towers are typically programmed to summon a bird familiar like a hawk or blue jay upon hearing the sound of a bursting Budag Root seed whose job it is to write down the source of the noise, who exactly caused it (including appearances, crew size, equipment, etc.), and their projected trajectory, giving the Shuudanchid plenty of information on those who travel through their lands. The Royal Houses can use this information along with their large reserves of Gold to send out trained Shuudanchid assassins to take out any who are hostile to them.
Medeellitöv City itself sits in a very comfortable defensive position. The city rests on the stone labyrinth of winding passageways known as it's sewer system, which drains out of the city into a large wetland full of nasty parasites surrounding the city's border. The octagonal stone platform the city sits on top of is a staggering 50ft tall, and has winding stairways on each side, allowing for a great view of the city's entrances for the armed guards from the top of the 20ft walls surrounding the city platform. The city's greatest defense is one that goes largely unnoticed, and for good reason; the city's sewers are nigh unnavigable by normal men, but are a highway that allows prepared Shuudanchid to cross the city in mere minutes. Medeellitöv City's sewers are bafflingly complicated, with some sections having deadly free-falls, tight corridors filled with rushing water ensure that unprepared entrants will be not just lost but tired, and the presence of Shuudanchid Assassins as well as sewer denizens like slimes, rats, large bugs, and more, turn a highway for the experienced into a death sentence of a labyrinth for the uninitiated. Even if one were to find their way to their destination, what stands between them and this destination is a thick stone/steel coded locked-door which is regularly changed out by the city's locksmiths. There are also a few hidden strongholds located inside the sewers which can act as hiding places for important Toirog members, or easy escape routes to lead them out of the city safely.
Medeellitöv City itself sits in a very comfortable defensive position. The city rests on the stone labyrinth of winding passageways known as it's sewer system, which drains out of the city into a large wetland full of nasty parasites surrounding the city's border. The octagonal stone platform the city sits on top of is a staggering 50ft tall, and has winding stairways on each side, allowing for a great view of the city's entrances for the armed guards from the top of the 20ft walls surrounding the city platform. The city's greatest defense is one that goes largely unnoticed, and for good reason; the city's sewers are nigh unnavigable by normal men, but are a highway that allows prepared Shuudanchid to cross the city in mere minutes. Medeellitöv City's sewers are bafflingly complicated, with some sections having deadly free-falls, tight corridors filled with rushing water ensure that unprepared entrants will be not just lost but tired, and the presence of Shuudanchid Assassins as well as sewer denizens like slimes, rats, large bugs, and more, turn a highway for the experienced into a death sentence of a labyrinth for the uninitiated. Even if one were to find their way to their destination, what stands between them and this destination is a thick stone/steel coded locked-door which is regularly changed out by the city's locksmiths. There are also a few hidden strongholds located inside the sewers which can act as hiding places for important Toirog members, or easy escape routes to lead them out of the city safely.
Industry & Trade
The largest industry of Medeellitöv City is its Secret Market. The Royal Houses whom hold political power in the city are its primary benefactors, each of them purchasing information that may be beneficial for their specific house to have (usually to sell to interested parties, but can also be used to threaten enemies).
The bustling marketplace of Medeellitöv consists of ~75% vendors whom make their living selling produced goods of all sorts, while the remaining 25% appear on the outside as if they also sell similar goods (albeit at a higher price) but this is only used as a front to covertly exchange information.
The information exchange is done through business exchanges with house-aligned vendors; Basic information is exchanged from a Shuudanchid market-goer to a royal house's merchant through the mechant selling the Shuudanchid an object with the encoded message somewhere on the object itself (examples include inside of a fish, in the bottom of a barrel of grain, engraved using Illusory Script somewhere on the item or on a piece of paper attached to the item, etc.). The more valuable pieces of information are personally sold to a royal house by the Shuudanchid who received the information by entering their house through hidden passages in the city's maze-like sewer system. These exchanges are done by the Shuudanchid market-goer purchasing a specific good from the house's merchant, while specific instructions are inscribed on the backs of the receipt that goes along with their purchase. These instructions look like a bunch of scribbles on the backs of the receipt, but are actually instructions on how to navigate through the sewers to the buyer's exchange point, as well as how to solve the puzzle to enter the respective building. Needless to say, with the ever-changing methods to enter these meeting points as well as the winding tunnels beneath the city being too complex for normal citizens to solve, the information trade remains a tight-knit system outside of the Shuudanchid.
Districts
Upper Khaiguul Plain: Thought to have been flattened out by ancient air elemental beasts, these plains are scarily flat and expansive, reaching with little incline for as far as the eye can see. The upper plains are an extremely windy area filled with flowers as far as the eye can see, along with its own unique greenery, being the Budag Root. This fern allows for easy tracking of those who step in its vibrant juices, and the plant's ripe state boasts plenty of seeds who are easy to knock off the mother plant, where they burst with extremely loud defeaning pops upon coming into contact with a hard surface (this normally allows for the seed to easily soften the ground underneath them). The combination of the plant's effects causes Tagnuul's vast network of spies to become aware very quickly of travellers and even intruders.
The region is also dotted with occasional stone statues in the shape of squidlike creatures whose forms have been weathered to the point of almost looking like generic stone towers. These statues were said to have been created to act as a tribute to the God of the Winds, Küvüagaar, but have been retrofitted into serving as a reconnaisance network, as their proximity with each other being a mile or a few apart each allows for them to be perfect for covert scouting. As opposed to the majority of towers which act to cast a bird familiar scribe using an Alarm spell trigger to write about the approaching travelers, roughly 10% of these towers are also stationed by paratrooper spies, who are tasked with not only identifying the creatures roaming the area, but eliminating them if they prove to be a threat to their city. They eliminate foes by riding the winds using wing suits, and keeping high in the sky to avoid fire; they try to immobilize the strongest targets first with either a Sleep, Hold Person, Command, Crown of Madness, or other such Enchantment spells, and then they subsequently pick off the less threatening foes with aerial attacks and coated swords/knives.
Lower Khaiguul Plain: This region, much like the Upper Khaiguul Plain is a superflat plain dotted with with stone squid-like statues around its whole area. The statues in this area are taller, however, and do not aim to capture sounds, instead acting as lookout points for spies and their animal familiars. This portion of the plains appears to be filled also with farmlands growing primarily grains and vegetables, and though there are legitimate farmhouses sprinkled throughout the land, this mostly acts as a reconnaissance cover-up. Many of the tilled lines of farmland also act as circle conduits for massive casts of the Scouter's Sigil spell, allowing the spies in the area to not only precisely locate all of the foes inside of its areas, but determine if they are threats by checking their inventories and reading their minds. Another feature of the Lower Khaiguul Plain specifically are the precense of Nazca line drawings of various Aberration creatures (examples include a Flumph, an Aboleth, an Ixitxachitl, and more) which once again act to cover-up the precense of Scouter's Sigil circles in the area. Rumors go on about the Nazca lines being drawn by Ezlekhian ancestors as they rode atop wyverns, and though their exact origin is unknown due to their age being older than any living Ezlekhian, their modern function is what is most important to Tagnuuls.
There is another type of structure located in the area: Scattered throughout the lower plains are 4 identical large upright half-oval shaped structures made of composite stone and wood, which consists of almost waffle-like slots on their insides. These structures are supposedly ancient Fiáinetain structures which housed halflings who would ride birds across the open plains, but more recently, these structures used to act as a launching bay for aircrafts which would eventually become Ezelkhian Agaarvuult. Visitors to these "nest" structures will likely find giant bird skeletons in their recesses, as well as a mix of mechanical parts and other odd treasures scattered throughout their otherwise barren insides.
Medeellitöv City: The information capital of not only Ezlekh, but of the entirety of the main continent. The city is home to five primary houses whom each control specific types of information, all of which is valuable in its own way. The city rests upon a 50ft tall circular stone cylinder platform whose diameter measures a couple of miles long.
Assets
The primary resource of the city being information, its unique asset is the vast amount of knowledge held by its Royal Houses. This information comes in many forms, from facts to quests; a list of the purchasable pieces of information are located in this article:
Guilds and Factions
The Shuudanchid: A class of workers who work in Medeellitöv City's information-trading business by some extent. Jobs of the Shuudanchid vary from reconnaissance to research, from scriery to even bodyguard/assassin positions. The people of the Shuudanchid are extremely hard workers from all races who are typically tight-lipped about their work; those having been captured by enemy factions often take the secrets they learn to their graves. They make up the silent bulk of the city's workforce, going around collecting information and selling that information to the highest-bidding house.
The Toirog: The governmental authorities whom are the Shuudanchid's primary information buyers and traders. Most of these are the older members of the territory's royal houses whom have worked their way into power, however some are wealthy business owners who are looking for more lucrative avenues for money, and some are even foreign politicians who also hold seat within Tagnuul. The Toirog define themselves by the information that they have on others, and in this way they act as scholars of people and their actions. For example, some of the more powerful Toirog members may have intel on deep dark secrets of other politicians, or a backlog of hundreds of years of forgotten history, or maybe even a photographic memory of every book they have ever read; In this way, the society's structure is built upon the respect and/or fear of those around them
Royal Factions:
House Khurd: Treasure faction. Its' members focus on the value of material possessions, attempting to make more money off of the idea of treasures than the treasures would ever be worth (especially after the cost of retrieving them!). This also includes the hoarding of certain extremely valuable/useful pieces of treasure to sell to the other houses or to the wealthy. Knows the locations of hidden treasures, goods being held by known parties (including seized goods by the police), as well as hidden belongings of adventurers
House Utasnuud: Politics faction. Its' members believe that holding information on people of interest gives them an immense leg-up on any enemy, whether that be by using that information to exploit their flaws/weaknesses, or using the possibility of leaking that information as leverage to do whatever they want. Obtained census information and tons of legal info, knowing both extremely valuable information and otherwise completely "useless" information; valuable politician secrets that could make or break them, detailed family tree lineages, pieces of art by/about persons of interest, and rumoredly pieces of DNA from persons of interest for... leverage
House Medlegtei: The general library. This faction's members focus on educating the public about general knowledge subjects, viewing the freely-viewable nature of their information as a beneficial resource to every individual and further the country as a whole. Their collection includes an extremely wide variety of physical media in any format you can imagine. Includes scrolls/spellbooks, history books, a cavalcade of fiction books, random topical books, cookbooks, joke books, music books, coloring books, etc. Also includes purchasable recipe and training books which can teach valuable skills/feats
House Selem: The war faction. Its' members believe that, with war being on the horizon, Tagnuul needs to have an in-depth knowledge of wars past to ensure their survival against an otherwise unpredictable enemy. Though, some of the more pivotal information, for the sake of their survival, is kept under lock-and-key from any possible spies. Their cavalcade of knowledge contains an extremely detailed breakdown of war history on the mainland, as well as with surrounding countries. Contains a map room which works as a war-planning room, constantly tracking battling forces and the borders of each land. Houses a war expert who is also a divination mystic, claims that their predictions are somewhat accurate. Contains artefacts from wars past and present, and also military tech blueprints.
House Barimt: The science and tech faction. "Progress is the key towards our bright future" is a shared mindset of this house, and in order to make this progress, they know that risks must be taken. Though they'd rather not be the ones taking those risks... The research center houses massive amounts of info on science, mainly biology of surrounding area's creatures, but also includes technology and invention information. Their lab also contains lower-magical enchanted artefacts (uncommon and lower) which are used in testing, as well as state of the art Arcsthetics which are experimental and extremely dangerous. Their zoo contains fearful creatures who are being kept under the threat of powerful magics, they are not enjoying their stay.
Points of interest
Medeellitöv City Laborhouse: A massive multi-level German-style townhouse structure built of plaster and large stones which is merged with a large spire in its center. The great hall of the city's laborhouse acts as a public location for task/job information to be posted for adventurers to competitively bet on in order for questers to seek fame and glory while also lining the pockets of sponsoring businessmen. This laborhouse also acts as a lavish home for the members of House Khurd (who occasionally offer their protection to questing adventurers) in its upper 2 floors, and a marketplace is located in its basement floor which also doubles as a black market for those whom know how to properly speak to its vendors.
Medeellitöv City Courthouse: The city's center of law, the courthouse tells its age by being the city's most resiliently-designed structure, being a wide beveled-concrete block touting plenty of columns. This courthouse is owned by House Utasnuud, and acts as not only as the territory's legal cornerstone, but also a repository for all sorts of information. The courthouse touts a large hall of a courtroom on it's right side in which any of the territory's important political decisions are made, including serious court cases, elections, law-draftings, and more. There is a small sector in the building's center which consists of smaller rooms where smaller trials are held, taxes and other boring information are filed, and citizenship/clanship is filed.
The left side of this courthouse is by far the most massive room in the building, being the size of a supermarket. This portion is called the "Legal Library", and holds all manners of law-related information that has circled through Tagnuul, whether that be census data, deeds, tax info, legal proceedings of other countries, police/prison information, etc. This building also holds any information (no matter how niche or valuable) sold to Tagnuuls in regards to persons of interest, whether those be celebrities, politicians, or historical figures. Being the oldest section of the oldest structure in the city, it is also home to the city's Gazar Gate, which inconspicuously makes up one of the back walls of Legal Library next to similarly-styled but unmarked archways. There are even rumors that there exists a hidden chamber within the Legal Library which holds top-secret info alongside genetic data of famous figures throughout history, but this has yet to be proven. Though one may consider the information in this building to be under lock-and-key, every piece of information is available at the right price...
Medeellitöv City's Grand Library: As its name would suggest, this library touts itself to be the biggest and most comprehensive library on the entirety of the mainland. The library stands at a height of 25ft, however takes up the square area of roughly a city block, with an immaculate garden the size of a park in its center. The garden is a bit of a religious site as well, featuring pieces of art among hedges and plants whom have all been specifically prepared for their patron-goddess Noirdremj, though some of those plesentries may go a bit over her more primal tastes. The library is comprised of hundreds of years of written history, and contains books which cover things from the most specific subjects to the broadest of ideas. If you name a type of book you are looking for, you can bet that the curators have it somewhere within the building's walls, and they may be able to find it through either an archaic physical log of every book, or through the use of Divination magics. This includes pricier books which may teach the players skills (custom feats), feats, or important pieces of history . The library also checks out spellbooks to library card-holders (which they do not give out easily), and even allows its patrons to purchase from their discounted managerie of spell scrolls
Medeellitöv City Museum: This building stands not only as a tour through the years-worth of war which ravaged Tagnuul's past, but also a hub to plan for its survival presently and in the future. Outside of the museum, the grand steps lead up to two statues on either side of the main entrance which depict the beastial and instinctual Halfling goddess Noirdremj atop fearsome beasts such as a Beholder, reminding Tagnuuls to lead their lives fearlessly. The museum's insides tout some of the largest structures one might see in an enclosed space, such as a Vomethndan warship, pieces of early Promatican aircrafts, and even massive bloodied and burnt banner flags which flew in wars long passed. The building contains two extra floors upwards which allow visitors to get a view of the scale of these behemoths of objects located in the museum, as well as a weight-operated cast-iron elevator to access these floors. There are also plenty of filing cabinets lining the walls that are filled with old schematics of past inventions, as well as old books documenting war history; the guides mention that their collection is one of the most comprehensive because "the past can tell us a lot about the enemy, history has a way of repeating itself". In the museum's center lies a metal hatch which leads under the museum into a "war bunker", which may only be visited on special guided tours. Some rumor that a secret repository of information exists somewhere in or beyond this bunker.
One of the museum's most interesting sites, however, is somewhat inconspicuous upon first glance: in a corner sits a war room with a map of the mainland on a large table in the middle. This table contains plenty of small plastic troops, as well as plastic-y figures which represent different types of war vehicles sitting to the table's sides. This war room table is constantly being updated due to the information which the Shuudanchid relay, and sits here lying in wake for the next inevitable war to break out. Those which populate this war table are the owners of the building, the royal House Selem, but the other houses are invited of course if and when the table needs to be used. Nearby the table sits a tacky wooden stand where a cloaked genasi ponders over an orb; He claims to be able to predict the future of war itself in the orb, shouting that "The front at Id Duudakh shall fall first, while Promaticous waits to swoop in and pick up the scraps" to curious passerbys. Let's hope we never have to find out whether his predictions are actually visions.
Medeellitöv City Zoo: This area sits in a large open level near the bottom of Medeellitöv, with the research center being located above the zoo. The zoo is separated out into different sections, which are as follows clockwise: Firstly, there's the Desert Area which is an open but somewhat hilly sand land containing creatures such as Giant Scorpions, Hyenas, Vultures, Camels, some bronze and red Guard Drakes, and even some Kruthiks. Next is the Petting Zoo, an inconspicuous barn containing strangely tamed creatures like a Displacer Beast, Owlbear, Manticore, Aurocs/Rother, Axe Beak, alongside your more standard petting zoo animals. After the Petting Zoo is the Greenhouse, a smaller area which contains large versions of plants you may expect to see in a regular greenhouse, however they are all being fed by the energy of a docile Mossdog and his Shroomling owner whom may kindly greet visitors if they're not in a near-vegetative state at the time. Next up is the "Dangerous Creatures" section, which is one of the few indoor sections of the zoo, and contains each of the following creatures in their own specifically-designed cell: A Nothic kept behind a thick layer of polarized glass (makes its magic useless), A Black Pudding which is kept in a chamber made entirely of glass, a Hook Horror who sits in the bottom of a slick pit, a few Doppelganger creatures whom are constantly disguised as children due to only able to see through a low portion of clear glass, Screaming Devilkin who resort to scaring tourists by hiding among Stone Cursed in a sealed room, and a Maw Demon whose mouths are held shut by a giant rubber band. After the Dangerous Creatures lies the zoo's aquarium, which really is one long viewing wall to a giant tank full of the following saltwater creatures: Doplhins and Dolphin Delighters (basically blink Dolphins), Chuul, and even baby Aboleths among more standard fair like sharks, rays, fish, etc. Next to last is the Tundra area, which like its hotter counterpart is a more open field-like enclosure, featuring: Ice Mephits, Winter Wolves, Mammoth, Sabre Tooth Tigers, along with penguins, Polar Bears, and seals. Lastly, there's the Oddities section, which is one of the smallest but most interesting sections of the zoo, taking place in another open area with just gates separating the tourists from the attractions themselves. The area is similar to an old-timey circus freakshow, the strange creatures who dwell here include: A Wererat Woman who works symbiotically with a horde of Cranium Rats, a group of Kuo-Toa who can manifest people's dreams into reality but only for a short time, the World's Fastest set of twins (who are really just quicklings), and a man who has the largest reported amount of Arcsthetics on him without going nuts.
Medeellitöv City Testing and Research Center: This area is located right next to the zoo, slightly upwards in elevation. Consisting of a block of 3 nicer-looking plaster rectangular buildings, the research center is where the majority of new technological, alchemical, and magical effects are tested on the zoo's excess specimens (one may notice very quickly that the Oddities section acts as a Research Center's alumni group meeting place). The three buildings are separated out into a technological building, an alchemical building, and magical building. The technological building sees the testing of niche Arcsthetics, Arcsthetics being tested on animals, and even souped-up experimental Arcsthetics which are being tested for war, all of which takes place in an almost-obstacle course-like setting with plenty of obstacles along with humanoid target dummies.
Medeellitöv City's Sewers: A system of tunnels under the city that are over-complexly designed to an almost hilarious extreme in an effort to keep the movements of the Shuudanchid hidden safe from the public as well as other Shuudanchid assassins. The stone and iron tunnels weave in and out of eachother in an almost maze-like fashion, having hidden entrances into nearly every important building in the city, that is if you can find them. These hidden entrances can be accessed by very unconventional methods, as each entrance has a uniquely designed puzzle made by a city craftsman (whose solution is regularly changed out) ensuring that only members of the Shuudanchid are able to access.
Medeellitöv Marketplace: This inconspicuous marketplace takes up a large portion of the upper level of the city, and is a gathering place for citizens and travelers alike to purchase both hand-picked (from the district's farms) goods as well as hand-made goods (from the hands of local artisans). This marketplace, however, also serves as a place for Shuudanchid to relay their information to their constituents under the guise of transactions. Approximately 25% of the market stands are operated by Shuudanchid, which can be differentiated from normal vendors by their names, with those starting with the same letters as a Royal House (AKA those starting with B, K, M, S, or U) being owned by that respective house. Though the locals who aren't involved in the information trade know these disguised businesses fully-well, unsuspecting tourists wouldn't even bat an eye as these businesses operate just as any other would, save for the slightly more expensive prices.
Architecture
Medeellitöv City: The city's architecture combines notes of Central Italian architecture with hints of Steam Punk inspiration:
Buildings are usually a thick stucco or stone shell sporting heavy steel-reinforced doors, tall but skinny arched windows, and topped with clay-tiled roofs. There are patterned steel flourishes on a majority of the buildings (whether for certain sections, or just the supports) which act to highlight features of each building. Medeellitöv City Library: The City's library has a simple design, but stands out among the town houses around it due to its wide envelope. The Library is cast of large shale composite stone blocks which make up the building's frame, and its acutely-angled shale sheet roof is held up by boxy Tuscan columns along the perimeter of the building. The building itself is spacious on its inside, being 25' tall with an envelope the size of a city block, bookcases cast in stone lining the inside perimeter as well as dotting the halls. The building's center is a green space the size of a public park, with a topiary garden and even some themed sculptures depicting the patron deity Noirdremj savagely and swiftly defeating her monstrous enemies, contrasting the otherwise tranquil space with an interesting reflection on the primal strength which Tagnuuls want to draw from. Medeellitöv City Museum: The city museum is a rectangular structure plastered in stucco on its outside with a set of stairs leading up to its entrance on its North and South side. On each side of these stairs sits 10ft-tall statues depicting Tagnuul's patron goddess Noirdremj atop the backs of fearsome beasts, reflective of the attitudes of Ezlekh's militarial conquests. The building's insides consists of 3 floors and one basement floor (which is nearly at ground-level), with the 2nd and 3rd floors being see-through cast-iron walkways to small exhibits which also act to be more up-close and personal looks at the building's larger pieces like the building's massive war vehicles. To hold all of these ginormous items, the building stands at a staggering 50ft tall, with a 25ft radius cast iron-framed stained glass dome on its top. The stained glass dome depicts what the first six direct descendents of the Grand Khan looked like, with a map of the what main continent looked like when it was divided up between them.
Buildings are usually a thick stucco or stone shell sporting heavy steel-reinforced doors, tall but skinny arched windows, and topped with clay-tiled roofs. There are patterned steel flourishes on a majority of the buildings (whether for certain sections, or just the supports) which act to highlight features of each building. Medeellitöv City Library: The City's library has a simple design, but stands out among the town houses around it due to its wide envelope. The Library is cast of large shale composite stone blocks which make up the building's frame, and its acutely-angled shale sheet roof is held up by boxy Tuscan columns along the perimeter of the building. The building itself is spacious on its inside, being 25' tall with an envelope the size of a city block, bookcases cast in stone lining the inside perimeter as well as dotting the halls. The building's center is a green space the size of a public park, with a topiary garden and even some themed sculptures depicting the patron deity Noirdremj savagely and swiftly defeating her monstrous enemies, contrasting the otherwise tranquil space with an interesting reflection on the primal strength which Tagnuuls want to draw from. Medeellitöv City Museum: The city museum is a rectangular structure plastered in stucco on its outside with a set of stairs leading up to its entrance on its North and South side. On each side of these stairs sits 10ft-tall statues depicting Tagnuul's patron goddess Noirdremj atop the backs of fearsome beasts, reflective of the attitudes of Ezlekh's militarial conquests. The building's insides consists of 3 floors and one basement floor (which is nearly at ground-level), with the 2nd and 3rd floors being see-through cast-iron walkways to small exhibits which also act to be more up-close and personal looks at the building's larger pieces like the building's massive war vehicles. To hold all of these ginormous items, the building stands at a staggering 50ft tall, with a 25ft radius cast iron-framed stained glass dome on its top. The stained glass dome depicts what the first six direct descendents of the Grand Khan looked like, with a map of the what main continent looked like when it was divided up between them.
Geography
This territory's land is primarily taken up by the large plain that it sits in, bordered on the North by the mountain range where Khuurmag and Mercommernaut lie, and bordered on its Southern side by an unforgiving desert.
Khaiguul Plains: Spanning the entirety of the territory's bounds and ending near its edges, the Khaiguul plains are an extremely flat low-lying area whose vast expanse by nature makes it difficult to travel through. These plains are so flat that they expand as far as the eye can see with barely any inclines to be seen. The plains consist of distinctive upper and lower area: the upper being more lush with flowers and plantlife, while the lower area sees a majority of it taken up by grain-filled farmlands and strange errant lines going through the dirt.
Medeellitöv City: The city is seated upon a 50ft-tall platform of stone which hides the city's elaborate sewer system. Since the sewer expels beneath the city's border, there sits a manmade swamp of filth and muck around the city with a thickness of a couple hundred feet. This swamp has become its own ecosystem, albeit one you would not wish to be in for long, housing plenty of parasitic and poisonous creatures; a further deterrence to any possible intruders
Climate
This region's climate mimics the American Great Plains, with wind speeds ranging from a few mph to upwards of 40 mph at their most expeditive. Unlike the Great Plains, these plains see regular rain, allowing the crops in its lower region to grow well without access to waterways, and the area is decently humid. Temperatures average around 50-70 degrees Fahrenheit typically throughout the year, but can peak at -20 and 110 degrees Fahrenheit for lows and highs respectively.
Due to the nature of moderate humidity and extremely flat plains, Tagnuul sees extended Winters due to being unable to rid itself of its large layers of snow. Though these Winters do render the Nazca line traps useless, and leave most of the scouting in the area unmanned, it leaves the area nigh impossible to safely traverse by foot.
Natural Resources
The region yields resources one would expect to be able to harvest from extensive plains, being flowers, parts from deceased animals, vegetables and grains, and rare metals if they're willing to dig deep enough. The lower plains house a plentitude of farmers who grow a variety of grains, vegetables, and (rarely) fruits to bring into the city for trading with denizens of the city or to other cities of the Ezlekhian empire. There are also plenty of plain-roaming animals which those travelling the plains will inevitably bump into, including goats, buffalo, wildebeest, ostriches, grouses, pronghorns, as well as a multitude of tinier creatures who scurry on or below the ground including moles, badgers, groundhogs, foxes, and more.
The Northern section of the Khaiguul plains not only is an extremely populated flower field, but also home to a unique type of plant called the Budag Root. Tagnuuls have spread the Budag Root to take up large portions of the Upper plains as it acts as a way to track those who travel through the area through their loud echoing pops, but these plants can also be harvested to create inks, paper (from their leaves), and ungrown seeds which can be used as a deafening explosive.
Alternative Name(s)
The Land of Enchantment
Type
National Territory
Population
3 million
Inhabitant Demonym
Tagnuuls
Included Locations
Owner/Ruler
Ruling/Owning Rank
Owning Organization
Related Reports (Secondary)
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