Kingdom of Zenith

The Kingdom of Zenith is a large beurocratic oligarchy, ruled by its rich upper class while the poor live on the outskirts of the cities.

The Kingdom of Zenith is a large beurocratic oligarchy, ruled by its rich upper class while the poor live on the outskirts of the cities. Every year they host the Grand Melee where the poor are given a chance to change their status to earn the title of Zeni, and are rewarded with riches fit for the status. Some of the most skilled blade masters hail from Zenith because of the rewards from winning the Grand Melee. Due to the the decadence of their lifestyles and the almost impossible means required to sustain them, remaining a Zeni is a cutthroat prospect that almost requires a knowledge of the criminal underbelly of the kingdom. While the kingdom is stable, the constant consumption of the aristocrats is weighing heavily on the lower class populous causing continuous uprisings.   Citizens of Zenith worship and celebrate all the gods with festivals every month. However, the Aristocracy worship their own accomplishments and wealth, further adding the well of discontent brewing within Zenith's lower class. Due to their failing relationship from Harshhorne, Zenith is unfriendly towards Wishlings, and to a lesser extent, Djinn, but many of the other races are welcome in Zenith, if they are willing to start from the bottom of the social ladder.   The eponymous capital of Zenith sits in the center of Erolan, and due to its location they control much of the trade between the east and west sides of the old continent. Trading through the region is heavily regulated and taxed by Zenith, resulting in the formation of many smuggling outfits in the area.   The ancient history of Zenith is a tale of the rise and fall of the first known empire forged by humanity. Most humans believe that they rose from the dew of the earth, and the first humans to reach true awareness were the ones who dwelt in the fields that make up modern day Zenith. It is believed that the humans who dwelt there consumed Zenith Oil, derived from a local vine, and reached enlightenment. These humans spread across Erolan, bringing the Zenith Oil with them. With humanity's newfound numbers, the various tribes carved out their own territory in the center of the continent.   Not long after, tribes began to try and consolidate power, warring for dominance. It is not known specifically when, but after much bloodshed, the Human tribes decided to settle their difference with a practice that is called "The Old Way". In this trial that would eventually evolve into the Grand Melee, champions were selected from each tribe, and a simple but brutal duel would decide the fate of the whole tribe, with the loser being absorbed into the winning tribe, minimizing the loss of human life. In this way, eventually the capital of Zenith was founded, of the self named Kingdom of Zenith, ruling over a vast empire of humans from the western edge of the Namarin Plains in the east, all the way to the western coast of Erolan.   In this way, Zenith was a dominant kingdom for many centuries, taxing trade through their territory and growing rapidly in wealth and power. It was not to last, and all tales of great power eventually come to an end. As Zenith grew powerful, so too did it grow decadent, and its political control of its various territories began to wane. The territories of Durgheim, and Draioch in the eastern provinces, as well as Il Paraonde and several small cities in the western provinces, seceded from Zenith, due to lack of leadership and extreme taxes. At the time, dubbed the Great Secession, Zenith did not have the military might to forcefully reclaim the lost provinces.   It was because, at roughly the same time, otherworldly creatures began to appear, causing chaos and fear. They were known to attack people, raiding villages and attacking unarmed peasants. Possessed with magical abilities, they were a great scourge on Zenith's people. A group of grim warriors, calling themselves the Shacklers, explained that these beasts were the direct cause of magic users called ritualists summoning them into the world to cause havoc. Furthermore, these heroes had ways in which they could quell the problem, but peace could only truly come if they purged magic completely from the land. This meant they needed to put an end to not only these "magic eaters", but those who were accused of summoning them. Through a secret rite they drew out the power of magic from the user, and any who refused to submit were seen as traitors and slain. So in a few bloody years with distracted from the Great Succession, Zenith had completed what history would call the Zenithian Ritual Wars.   In the several centuries later, Zenith has been dealing with trying to recover from its devastating losses. So taxes increase, the Zeni amass more wealth and political power, and the signs of rebellion begin to become clear. To make matters worse, recent disputes with the succesful trade routes that hail from Harshhorne going through Zenith territory, have given rise to minor mercenary skirmishes with Harshhorne warriors. This rise of aggression with Harshhorne along with concerns over the Iron Empire's militant strength to the east has caused many Zenith citizens to have cause for fear.   An uneasy trade peace exists between Zenith and its closest neighbors. It is either unwilling or unable to sacrifice these relationships with Draioch, Il Paraonde, and Durgheim, and risk bankruptcy simply to spite its one-time vassals. So it courts better deals with the Sultanate of Sahir, and the Therian Tribal Pact, and the Boreal-Lurin Bazaar, in efforts to lessen its reliance with its neighbors, in anticipation of the escalation of hostilities.   In the early weeks of the Spring of 1024, surrounded on all sides by sudden and dangerous threats, the Kingdom of Zenith’s problems cascaded. With fomorian monstrosities spilling out of the Eternalwoad, Kajin horrors rampaging from Harshorne’s borders, and the vanguard forces of the Iron Warlord pressing into the eastern border, Zenith’s future is bleak.   The noble houses of the Zenni are self-interested by nature, with many of these noble houses pulling their household armies to defend their personal properties, businesses, and other assets, leaving the common folk to fend for themselves while the standing army of the nation is understaffed and under supplied from years of bureaucratic vultures picking away at its resources. In the weeks that follow, the assets and forces of several Zenni great houses are erased forever by the multitude of threats. Zenni Lord Emil of House Crepuscule manages to gather several of the great houses together, their gathered forces and resources guiding the standing military and doing what they can to maintain peace in the capital. For all the chaos on the kingdom's edge, it is almost entirely due to House Crepuscule’s coalition that the capital is kept safe.   At a meeting of this coalition, during an open petition for other great houses to join them in their efforts to pool resources for the good of Zenith, an unexpected guest appeared to lend their aid. The dragon Jiresni, the Spear of Tempest, made herself known to the coalition, and vowed to help them drive back these hordes that threatened the people of Zenith. In the time since, Jiresni has been seen alongside coalition forces, driving back the horrors wherever they are found.   9/1024 - The people of Zenith are pressed as never before, but a hope is formed. The Crepuscule Coalition, formed and headed by Zenni Lord Emil of House Crepuscule, has managed to keep the Capital safe. Coordinating with allies in Draioch, Iron Freefolk rebels in Durgheim, reinforcements marching out from Alfheimr, Bhutaarian cavalry patrols, and the Warpacks of the Therian Tribal Pact, Zenith has begun mounting a significant defense. Formorian attacks have dwindled, and the Bhutaarian cavalry patrols have been able to largely contain their predations on the western front. A small regiment of Alfheimr reinforcements traveled across the mountains to aid in the defense of small southern settlements from the Kaijin who pressed up from Harshhorne, and seem to have a vested zeal in locating any signs of corruption, arresting many nobles who were more interested in securing local assets than in stopping the progress of the enemy, accusing such nobles of “aiding the enemy in their corruption of society”.   On the eastern front, battles against the Iron Warlord’s armored legions are hard fought. Durgheims legions have claimed and begun to fortify the eastern hills along with several small settlements. Coalition forces organize and do what they can to slow Durgheim’s advance. Even losses are kept organized, with Zenni Lord Emil unwilling to lose too many of his Coalition forces in a single decisive battle. With the aid of the Dragon Jiresni, several prominent Durgheim Generals have been slain, electrocuted inside their own armor and the Living Tempest descends on the battlefield. She is unable to be ever-present, but through perseverance and the impressive logistical mind of Zenni Lord Emil, the legions of Durgheim’s advance has slowed to a crawl.
Costuming   Baroque style clothing think 1800’s Spain/France. Long coats or capes. Lots of patterns in rich dark colors with ornate jewelry and feathered hats.
Kingdom Skills   Training in the Old Way: Once per day, challenge target to 1v1 sparring, first 3 weapon strikes on either the target or caster ends the sparring, winner gets an additional block until recoup, loser gets an additional mitigate until recoup.

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